A bit more formal
Greetings!
I was about to post something related to this but now I can do it here.
I am going to be a bit more formal because, like most things, I think there is a formula that can be done to improve any part of our lives.
1) Have fun. That's the point of the game. As long as you and your players are having fun, then the DM is doing their job.
1a) Recognize that some player's ideas of fun won't be yours and that they might drop out. They might come back after dropping out or they might not. It isn't a statement of your DMing but of what they enjoy. Also, realize that if you recognize that someone is disrupting your fun, and most of the groups, you may have to ask them to leave. Styles will clash and hopefully people will understand that.
2) Run your own game. Don't let the players tell you about your game but certainly let them help you with rules. RPGs have a lot of rules and it is tough to keep them all in mind at once. Ask for help if you know your players know the rules better. In the end, though, especially if you have proven yourself as a DM, hopefully the players respect the type of game you are running and will give it a chance.
2b) Recognize that not all players will like your style of game. If you love Dark Sun, and your players don't, it might take some work and trust on both sides to show them how much fun can be had in Dark Sun. Understand that you might have to make changes to your game if you don't want to lose any players. In fact, you might have to decide what you will do if most are fine with the change but a few don't want to play it. Again, this isn't about you but about their own style and preference of play.
(I was in that boat when I asked my players to play Alternity. Fortunatley, it has worked out very well, better than I could have hoped.)
3) What type of game do you want to run? High Fantasy? Space Opera? Modern? While a GM should be able to run any genre of game, I think it is best to have a few specialties. This is because of their interests and what they like to do. A GM that reads and loves fantasy books and novels who gets really excited about their fantasy game is going to be better than the GM who prefers SciFi but decided to run a fantasy game.
I am also saying this because players and GMs are getting more sophisticated in their playing. Just as TV shows and movies are being nit-picked, so too are gaming sessions in terms of sticking to the material. If I am playing a Modern game, I expect it to follow the standard rules of science. If those are broken, I expect the GM will explain, eventually, why the change happened. Therefore, knowing the subject matter (history, modern history and future science) helps to create an air of verismilitude which really adds to the game.
4) Research the type of game you want to run. This is not as tedious as it sounds because hopefully you are researching something you already enjoy. There are going to be books out there that can be used to give your campaign a very firm basis in the type of genre you are running. This can mean researching current computers and speeds, cars and their handling or firearms and how they work. Being able to talk the talk as an NPC adds to that verismilitude I was talking about earlier. Knowing the parts of the gun and how they work allows you to include these kinds of details.
For example, I am running a fantasy campaign. Most fantasy campaigns say that they are using some real world history, usually Medieval Europe, as their basis. However, no RPG that I have seen has ever then talked about what 90% of the population does. They immediately talk about the 10% of nobles and adventurers that are exceptions to the historical accuracy. So, I am researching what daily life was like for people in the Middle Ages. It is a fascinating read, because I like history and I like having these details, and it really gives me lots of ideas as well. (Amazon will have a ton of books with "daily lives" for those interested. I am reading Daily Life in the Middle Ages by Paul B Newman and it is very good. I think anyone running DND should read this. There are also daily life books on Romans, greeks, etruscans, aztecs, vikings and many others.) This book tells me all about the clothing, building materials, foods, weapons and armor, architecture, cleaning, playtime and fighting methods of people during those times.
Now, please don't misunderstand. NONE of this will probably be the focus of an adventure. I probably won't deal with exactly what their clothes look like or if they are wearing the proper items. What I do is use it as my background descriptions. Even then, I don't make them lectures but to enrich the scene.
"You notice their fine linens are similar to yours but are more worn."
"This Inn, known for its tuna pasties, is quite crowded when you enter to meet your contact."
"The buildings are all similar except for one which has used more stone than the others around it. That must be where you need to go."
Obviously, there is a fine line between having good detail and having too much and that can only be learned with practice and knowing your audience and what they like. However, imo, each of these gives a place more character or an NPC something to remember them by and I think that makes the game more fun.
4a) Research the areas you are basing on real life. Try to bring as much of that research to the table as you can, again without it being too much. For example, if I have an area based on a real world historical country, I should probably find out things like names they would use, clothes they would wear, how they look, their governmental system, etc. Again, hopefully this will be fun for the DM because most of this is going to end up in the background and used for flavor or the odd detail instead of being the focus for anything.
For example, I found a random name generator and decided that I wanted an NPCs name to give a good indicator of from where they came. So, I made my areas and assigned a type of name (Norwegian, Welsh, German, Russian, etc.) to that area. Then, I created a list of names that were common names for that area. All too often, in the past, I created unique names for EVERY NPC the players met. Now, they meet some of the same names and it makes sense. Again, a small detail that adds to the verismilitude of the game.
5) Try and figure out your weaknesses and work on improving them. This was said but it can't be said enough. If you aren't good at adventures, there are a lot of books on writing that talk about plot and elements of an good story, which is what the DM is trying to tell. If you aren't good at NPCs, there are books on making characters. Again, these tend to be more for writing than gaming but most, if not all, of the principles apply. If you aren't good at the rules, set aside some time every week to review the rules, especially ones that are used often or came up in the last session. I can pretty much guarantee you that there is a book out there for any aspect that a DM wants to approve. It probably won't be a gaming book but most of it will be helpful at the table.
5a) Critiques - I do critiques every week. I start out, talking usually about myself and anything that stood out to me. I also talk about what I didn't like and what I would like to see improved. I usually focus on me but I could talk about anything. I start with myself so that I don't appear to be responding to any constructive criticism my player's have about me. Each person gets a turn and talks about something. I usually ask them to answer "was it fun? Are you coming back?" as the two basic questions. I have had a lot of luck with this and I think it has helped my game a lot.
6) Notes - Keep notes. First of all, find a style that works for you to make your notes about the adventure and other long terms goals. This is tough but worth it. Second, find a style or way to take notes during the session so that you can remember what happened and where things might have to change in your adventure outline. Third, review those notes, at least once before the next session and preferably twice. Remind yourself what happened, where the group left off last time and what is coming.
6a) Along with notes, find tools that help you DM, whatever those tools are, and use them. For me, I have a laptop, so I have looked for and found many computer utilities to help me run my games. Even with a desktop, many of the tools I use would be useful for someone but they might require some printing to have at the table. I used to use a ledger sheet for 3E initiative because it helped track everything very well for me. I used things such as this to speed up my prep time and to focus on the characters and adventure during the game.
I apologize for such a long response, especially because it is a re-hash of what many of said. However, something that I thought was missing was the fact that like anything, there are things that can be done to improve how a person DMs. It does take work, like anything, but I have found it to be very fun and quite rewarding for the knowledge itself. Putting it to use in my games is extra!
I hope this helps!
Have a good one! Take care!
edg
Alternity Pimp