Most important, the characters in the wilderness campaign do not exist in a vacuum. The DM should have events going on elsewhere that may affect (or be affected by) the actions of the players. There may be any number of "plots" going on at once, and the DM should try to involve each player in some chain of events. These should develop logically from the actions of those involved. It is important not to force the action to a pre-determined conclusion. The plot lines can always be adjusted for the actions of the players.
Some of the most fun DMing experiences I've had were DMing kids for the first time. The stuff they came up with was great!“TIPS FROM THE PROS
Something amazing happened one time I was playing D&D with my 9-year-old son. When we finished an encounter, my son took over. He decided that he was going to search around one of the statues in the room, that he was going to get hit by a trap (an arrow would shoot out at the statue), and that he'd find a treasure there.
Hey, wait a minute. I thought I was the DM!
That was my first reaction. But I bit my tongue. I rolled damage for the trap, and I let him have his treasure. (I de-termined what it was—I wasn't about to relinquish that much control.)
He never enjoyed the game more.
I learned the most important lesson about D&D that day. I remembered that this is a game about imagination, about coming together to tell a story as a group. I learned that the players have a right to participate in telling that story—after all, they're playing the protagonists!
—James Wyatt”
4E DMG.
Same. The sheer imagination, lateral thinking, and not being restricted by the rules is utterly fantastic.Some of the most fun DMing experiences I've had were DMing kids for the first time. The stuff they came up with was great!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.