So, I've created a new RttToEE/Banewarrens campaign with some of my friends. And by "some" I mean "nine." I'm looking for help in how to run this sucker effectively, but let me give you some background, in case it will help.
Everyone in the group, including me, lives on the same floor of a college dorm. It's an Honors community, so most of the people are pretty sharp, and many play D&D
. So many people wanted to get in on the game that I had to turn away people just to get down to nine. Unfortunately, I really don't think I can turn away anyone else, for social reasons. When you all live together, telling people they can play then later telling them they can't can create some problems. Since virtually everyone is someone I really would like to game with, I'm just going to grin and bear it instead of kicking people out.
So, the people:
One person has played D&D a lot before. She's fine.
Three have played D&D a bit before with me and are good roleplayers, though not the greatest on the rules. Unimportant, really, since I play "fast and loose" with the rules.
One played D&D "back in the day." Elementary school stuff, I think. I'm certain he'll grow into the group well.
Three who have never played, but are taking to it very well. Great RPing, and one of them is already constructing a multiclass character.
And then another guy, who I accidentally let in. :\ He's annoying, not that intelligent, slow to pick up the rules, plot, humor, or a hint. But, he's not the big problem.
My point is, I'm positive these will be good players, sans one, and it can be a good game, if I can handle that many players. Some are new, but they're learning fast. What tips and tricks do you have for me to keep the game moving? I understand that combat will be a big factor, but I'm particularly worried about roleplaying and keeping the 9 players on the same plot.
Thanks for your help!
Everyone in the group, including me, lives on the same floor of a college dorm. It's an Honors community, so most of the people are pretty sharp, and many play D&D

So, the people:
One person has played D&D a lot before. She's fine.
Three have played D&D a bit before with me and are good roleplayers, though not the greatest on the rules. Unimportant, really, since I play "fast and loose" with the rules.
One played D&D "back in the day." Elementary school stuff, I think. I'm certain he'll grow into the group well.
Three who have never played, but are taking to it very well. Great RPing, and one of them is already constructing a multiclass character.
And then another guy, who I accidentally let in. :\ He's annoying, not that intelligent, slow to pick up the rules, plot, humor, or a hint. But, he's not the big problem.
My point is, I'm positive these will be good players, sans one, and it can be a good game, if I can handle that many players. Some are new, but they're learning fast. What tips and tricks do you have for me to keep the game moving? I understand that combat will be a big factor, but I'm particularly worried about roleplaying and keeping the 9 players on the same plot.
Thanks for your help!