Legatus Legionis
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As a DM, it's remembering all of the options my monsters/evil NPCs have.
Roleplaying conversations. I can't voice act and while I write well and I think I am good at creating good stories, but I'm not good at coming up with good, flavorful dialog--much less accents--on the fly.
A couple options could be:
Make a skill challenge: Matt Colville in his Running the Game series suggests skill challenges (#21, here: https://www.youtube.com/watch?v=GvOeqDpkBm8); basically, it combines a whole bunch of skill checks (and even combat) into high-level skill challenges. Done well, it is a fun game-in-a-game that makes skills matter without descending into a slog of skill-check minutia. Rather than me typing out all the details, I recommend watching the video.
If your group likes group story telling, use travel to go around the table and have each player describe one challenge their character over came. Use that to learn more about how they see their character and find ways to work any interesting bits into your campaign later on.
Do a hex crawl. Give them a basic map with hexes that has major geographical features and settlements on it, have it printed on normal, non-glossy paper so that it can be easily marked up. As they interact with NPCs they can learn rumors and intel that they can mark on their map. They have to get from A to B, but need to decide the route to take. The quick way is by road but goes through a canyon where there have been bandit attacks. Over the mountain will avoid that, but there have been peryton sightings. Etc.
Pacing. Keeping a game from stalling, but building up enough that winning feels meaningful. That's hard, and it requires incredibly imaginative ability.
Personifying NPCs. Making NPCs say meaningful interesting things that invests the players in them in some way and which moves the story along is just flat out tough.
Omniscience. You somehow have to know everything. This is easiest in a fantasy setting where you are the source of all truth in the setting, and even then it is hard. But when running a game in a modern setting or a historical setting or even a hard sci-fi setting, you literally have to know everything because you never know what detail the players are going to inquire about. And often you have players who are really smart people, so you have to get it at least pretty close to right. Plus at the same time, you also have to be a fountain of rules knowledge and capable of adjudicating whatever comes up, no matter how weird it is.
Preparation is the key. You have to train yourself to do this. You have to research. You have to spend time brainstorming. You have to rehearse. You have to take notes about all the things you thought up. Even if you have pre-written material, you often need notes that are longer than what you've been given to really run things smoothly - especially once you've learned the sort of things that inevitably come up in play like the name of every single NPC and what that NPC knows and thinks about other NPCs.
And the older I get, the less time I seem to have to do the preparation.