D&D General Advice for a new DM

A point on the number of players and scheduling. One idea is to make a set time that everyone knows about. Right now my group plays every Wednesday after the scout meeting. This means that my wife knows to not plan things on Wednesday nights. It has been the same for 20 years. All the players know and can/should plan the same. There are nights when things fall apart like vacations and such, but it works generally.

Another idea is that you plan your time on when you can play and let the others show up if they can. If you can play Sunday at 1-5 and you get 3-5 others to say they can make it, then you run what you have. Maybe next week you can play on Saturday night and 6 people can make it. You will get some players that can make it each week and some that are occasional players or filler players. It is ok and just keep the sometime players about the same level and let everyone have fun.

A different idea I like to use is card handouts. I make magic item cards with things like potions and more minor items that they will use and pass them out to have something to use as they pass it back in. I also make unique items like swords with cool powers to pass out instead of having to have them write it all down. It also lets new players see the description of how much this potion heals over a different potion, or reminds them that this pendant lets you heal twice the HP as a visual clue.
Absolutely. I actually had a scheduling meeting with my players about a week ago to gauge everyone's availability and their working hours (for those who work). I have two players who will probably only join in as is convenient for them, but the rest are all going to full-time it. I handled the six of them our first session, and it wasn't too stressful. My only thing is I really want to try my best to give them each their moments so they feel equally valued as players, which is a little difficult, but they're all very understanding and patient with me.

For sure. That's how I mostly intend on scheduling things. Pick a time that will most likely work for the group I'm playing with that day, and just pray they can make it. And it does work most times, cause no one wants to miss out on D&D, ha!

Yes, this is wonderful! My boyfriend would do this when he would DM for us. Every session, he'd make one unique item for each player and give us a little sheet for it. Made us feel very special.
I decided to do the same for my players on our first session. I made a few unique items for them that they could find naturally in the world that appealed to their characters and personalities. It was a big hit!
My favorite part about this game is making people feel seen and appreciated, like their role in the world of the game is truly important. I love making my friends feel loved and appreciated. :)

Thank you for all of your advice!
 

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... I’m determined to give them an exceptional experience.

For all my obsessive planning...

The trouble I now find myself in is mainly in regard to writing out the campaign I have in mind.

My advice: Do not worry about giving an "exceptional" experience. Do not plan obsessively. Do not write up your entire campaign before your second session.

The basic goal is not "exceptional". The basic goal is "fun", or "entertaining" - having a good enough time that they want to come back next time. Aim for that, reasonably achievable goal. Hit that mark reliably. Then aim a little higher - hit the higher mark reliably. Then aim a little higher still.

Much of having great experiences at the table has to do with skills applied at the table, when you are running the game. You can't plan those skills into existence. They come with practice, and may take years to develop. So give yourself some space to develop them.

You note you don't know what's good or not - that's also a matter of learning what works for you and what doesn't. You won't know it at the start. So, don't worry about it. Don't plan an entire campaign. Aim for one adventure. Then another. Then another.

Then work in come callbacks. Then plan an adventure that is based on some events from an earlier one. Have a villain show up again. Have someone they helped pass the party's name to someone important, or something. Do that a few times, and it will, after the fact, look like it all hangs together, even if there were no central concept at the start.

Learn your own voice. Find some things that you're good at, and things that challenge you. Use the former to your advantage, and think around and practice to shore yourself up on the latter.

Be kind to yourself. Allow your players to be kind to you.
 

First and foremost, be kind to yourself. D&D is a game, and should be fun for everyone including the GM.

Don't stress. Normal people will be understanding that you're new to GMing. And they will appreciate someone willing to take that roll.

On the practical side, I always read through the adventure before running a game casually. Then I go back and focus on the parts of the adventure the PC are likely to encounter during a given session. Nonetheless, it's not necessary to memorize everything.

For in person games, a DM screen is very useful. I suggest creating your own with rules you may feel weak on.

Short on time. I'll update if I think of more.
Thank you for your kind words; they really mean a lot!

This is very good advice. I so wish I could set up a DM screen, but alas, from here on out, we will have to play online since a couple of my players have moved away. But on our first session, we did it half in person and half over Discord, and it made for a surprisingly fun experience!

Thank you very much! I'd love to hear any more thoughts you may have. :)
 

This is something I wrote up a while back, it’s a bit long but I hope it’s helpful. This is what works for me and has for a long time.

Advice for New Dungeon Masters: A Practical Philosophy
Style and Flexibility
  • Every DM has their own rhythm. What works for one may not work for another.
  • The only constant: players will surprise you. Embrace it.
  • If running a module, let players know upfront. Ask them to follow the plot beats, but give them freedom in how they engage.
Preparation Without Overload
  • You don’t need to prep everything—just enough to set the stage.
  • Focus on:
    • Who’s who (NPCs and factions)
    • Likely encounters
    • Setting and atmosphere
Session 0: Building the Social Contract
  • Decide on alignment boundaries. If even one player isn’t comfortable with evil PCs, don’t allow them.
  • Ban disruptive behavior like PvP theft or murder unless magically compelled.
  • Encourage character connections—everyone should know at least one other PC.
  • Ensure every character has a reason to adventure.
  • Share a short campaign intro—just enough for players to understand the world from a commoner’s perspective.
Campaign Planning: Start Small
  • Begin with a tight scope: a dozen important NPCs, with varying degrees of influence is all you really need.
  • Use vague outlines for distant regions. You don’t need to know everything—just what the PCs might know.
  • Consider environmental details: architecture, climate, cultural influences.
  • Define the magic level—ubiquitous or mysterious?
  • Identify 2–5 power players per region. Keep it digestible.
Conflict and Hooks
  • Sketch out current tensions: orc raids, political pressure, rising dark powers.
  • Drop hints, rumors, and NPC quirks as seeds for future development.
  • Let factions evolve organically. You don’t need answers to every mystery—just compelling questions.
Geography and Perspective
  • Map only what’s needed. Think in terms of what the PCs would realistically know.
  • Use local knowledge to shape descriptions. Most villagers won’t know what’s beyond the next valley.
Events in Motion
  • Keep motivations high-level. Let the players’ actions shape the unfolding drama.
  • Rumors and ambiguity are your friends. They create tension without locking you into a fixed outcome.
  • Listen between the lines. Players often drop gold nuggets of inspiration when they think you’re not paying attention.
Dangling Plot Threads
  • End sessions with a recap and clear options.
  • Let players choose their path, and be ready to follow their curiosity.
  • NPCs like “Felicia the Mad” can become major arcs if players latch onto them.
Improvisation Tools
  • Keep random lists handy: names, taverns, items, quirks.
  • Use generators and cheat sheets to stay nimble.
  • Track interactions so consequences can ripple through the world. You may not have expected Yasmine the bartender at the Fat Bulldog to be important but that changed during the session. Make a note of it.

After the Game
  • Write a quick summary for yourself—ideally the same day.
  • If inspired, post a recap from a character’s POV. It deepens immersion and builds continuity.

Conclusion
Congratulations, you finally made it to the end! My final thoughts on this are simple. Have fun and don’t sweat the small stuff. You’re going to make mistakes, we all do. I still do. Different groups game for different reasons. For some it's just an opportunity to roll some dice while eating junk food and talking about their daily lives. For others it's about building a deep fantasy world where when you are at the table you are Torg the Barbarian who has never heard of this "football game" of which you speak. Let the group guide you as much as you guide them and try to find a balance.

The most important thing of all is to remember that nobody is a perfect DM. If people are engaged and having fun you are doing it right. Good luck!
Wow. This was a phenomenal novel of advice! I will be writing so much of this down and sticking it in my notes to look at and remember not to let myself freak out, ha!
Truly, thank you so much for writing all this out. This is amazing advice!
 

My advice: Do not worry about giving an "exceptional" experience. Do not plan obsessively. Do not write up your entire campaign before your second session.

The basic goal is not "exceptional". The basic goal is "fun", or "entertaining" - having a good enough time that they want to come back next time. Aim for that, reasonably achievable goal. Hit that mark reliably. Then aim a little higher - hit the higher mark reliably. Then aim a little higher still.

Much of having great experiences at the table has to do with skills applied at the table, when you are running the game. You can't plan those skills into existence. They come with practice, and may take years to develop. So give yourself some space to develop them.

You note you don't know what's good or not - that's also a matter of learning what works for you and what doesn't. You won't know it at the start. So, don't worry about it. Don't plan an entire campaign. Aim for one adventure. Then another. Then another.

Then work in come callbacks. Then plan an adventure that is based on some events from an earlier one. Have a villain show up again. Have someone they helped pass the party's name to someone important, or something. Do that a few times, and it will, after the fact, look like it all hangs together, even if there were no central concept at the start.

Learn your own voice. Find some things that you're good at, and things that challenge you. Use the former to your advantage, and think around and practice to shore yourself up on the latter.

Be kind to yourself. Allow your players to be kind to you.
This was so good for me to hear. I am realizing I am holding myself to such a high standard that, for where I'm at right now isn't even achievable. It's humbling, but I need that.
Thank you for your honesty and your kind words! This meant a lot to me.
 

If it works for you to do so, consider not making the plot line you're designing so heavy that you can't also work in interludes of other, smaller adventures - people to help with short quests, smaller ruins to explore, monsters to chase away from vulnerable populations, etc. Those will be easier for you to prep and give your players some fun variety while you spend time letting the longer term plot line develop in your head.

Adventure path-style plot lines can be fun to do as they're always giving you something to do and progress toward. But without interludes, they can feel kind of oppressive and breathless, particularly if there are DIRE CONSEQUENCES involved in not dealing with the main plots problems as soon as possible.
OK, I'm a forever DM of like 40 years and I needed to hear this! My campaigns usually have a "save the world!" vibe from early on and in my current campaign I found myself being exhausted by the arms and intelligence race vs. the team of "bad guys." So tonight I stepped off the DIRE CONSEQUENCES merry-go-round and have a few weeks to come up with something more chill.
 
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OK, I'm a forever DM of like 40 years and I needed to hear this! My campaigns usually have a "save the world!" vibe from early on and in my current campaign I found myself being exhausted by the arms and intelligence race vs. the team of "bad guys." So tonight I stepped off the DIRE CONSEQUENCES merry-go-round and have a few weeks to come up with something more chill.
I love this. I prefer to stay well away from "save the world" plots, as they can really only end one way, and so your stories become predictable at the same time as the stakes become less meaningful.

Now I encourage my players to come up with interesting wants, needs, and flaws for their characters, and use those to drive the story. In my home game, the current arc has one character encountering their sister and learning that their estranged father is in a serious pickle, and the whole village along with him, so the stakes are personal. That's all you need for an immersive story.
 
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OK, I'm a forever DM of like 40 years and I needed to hear this! My campaigns usually have a "save the world!" vibe from early on and in my current campaign I found myself being exhausted by the arms and intelligence race vs. the team of "bad guys." So tonight I stepped off the DIRE CONSEQUENCES merry-go-round and have a few weeks to come up with something more chill.

I avoid end-of-the-world apocalypses for several reasons. First of all the characters might fail and I don't want to create a brand new world for every campaign. Second, as @Clint_L just said the players know where everything is headed, I want the game to be more flexible and focused on what the group wants. Last but definitely not least having that kind of tension is fine now and then but it becomes kind of old hat after a while. You hit the "how many times do we have to save the world" trope, even if it is with brand new characters. Not every campaign has to have a core dramatic driving force, you can have multiple core themes that change over time. Especially true if you like longer campaigns like I do.
 

obsessive planning
I am going to take a little different approach than some of the others, as I think it might work for you.

Use your obsessive planning, but only for the next session. Try to learn how to use that planning to help "steer the ship." This way, your vision of the campaign continues (and you enjoy it), but the pitstops the players make are interesting to them (so they enjoy it).

Planning obsessively is a great skill to have as a DM. If you pour it all into just the next session it will allow you to build and experiment with different styles of adventure creation: the fun-goofy side quest, the dark-horror hook, the cityscape diplomacy, the Murder, She Wrote mystery, etc.

And don't worry if they all don't tie together in a perfect bow. Just create them each week and see what your players latch on to. Then use that is your threadline for your overall plot device.

So obsessively plan away, just don't do it more than one session ahead. ;)
 

I second most of the advice presented here. Most great DMs start off as poor or mediocre DMs and work their way up. Over the years I've probably made every DM mistake possible. Nowadays, not so much. If you try to get better, you'll get better. If everyone is having fun, or at least engaged, you're doing it right.

As for coming up with your own plots and content, I wouldn't worry about if it's great or not. Or how original or clever. Playing through content is different than reading it or coming up with it so it usually feels more mysterious and unique to the players. And if it falls a bit short well, you run another adventure with another story hopefully it lands better. There are always more adventures. Attempting to achieve perfection is a hopeless cause.
 

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