Well, Dungeonmastering is compiling rules & story to a enjoyable thing, so to especially focus on the 4e thing i.e. rules / monster design could only be of value if it´s story driven. I play essentially to tell tales with groups of peaple. So , yes 4e is also a tactial chess like boardgame, but it comes only alive if you describe the manoevers you do with your "chess" figures. So, even if it´s worth to spend time on mechanical details, it´s not the main focus of the game. Without story it would be a sole statistical game, where the math is the most important thing, this might appeal the power mongers, but i think even they imagine themselfs as characters who like to change the gaming world. I understand that this is a complex thematic, i.e. sorting out where to start and where to end with the advices. But at least if you say the topic is mechanical details of 4e , what help is there ? Just the house rules ? Adding props ? I have seen a lot of good advise already with the pipe cleaners, as markers for AOE effects, with bottle rings to mark status conditions on miniatures, the projector as a tool for battlemaps etc etc .. This are already very valid thing´s which is worth to consider. I got also to a regional con to see other DM´s style of play, and to see if i could copy some of their ideas. (Initative Order with letters placed over the DM screen was a good idea , i taken from there.) But never the less, please consider also to TOC information ressources which are story driven, rules without story are empty. General Advices are system independend, but you could focus on the fantasy thematic which spares a lot of trouble a Dungeonmaster for Shadowrun has. Bringing alive a Matrix, Astral World, Fantasy & SciFi Elements which is compellling all at once is very very hard, if you dont just put up standard criminal activity as one shot adventures. Ok, D&D has now a similar thing with the Shadwofell, Feywild, but you dont have to cope with this all at once, you could chunk it in seperate adventures. I read currently a forum of an old RPG , where they complain a lot about the avilablity of the many sourcebook´s , the more material there is where everyone has to agree about, the more peaple start to fight , which is the most recent interpretation of the fantasy world. It take´s away the control from the World Designer DM to the Sourcebook avilable to Player´s which try to clinge to this books to gain some advantage in the fantasy World via argumenting : this is official, it has to be this way... So this might be a system specific issue, but i think it´s the same for all old fantasy world´s the source of material could be overwhelming. To bring this post to an end, yes it´s hard to draw a line, which information is worth and which not. So i would say, if what you like is 4e, stick to it, it´s your project, and you shall have fun doing it. But if you like to have it "living" bring up discussion where peaple like to brag about, so this will contribute also quite a lot. Probably keep the discussion in EN WORLD, so there will be more participants and contributers.