Galeros said:
Dont you wish(No funny remarks about a Wish spell are to be in this thread

) that there were not so much rules. And that more could just be left up to judgement calls, that your players did not argue about you with. I ahve never played any other edition but 3.0. But I wish there was a Rules-lite version of D&D. It is more like my players run the game than I do.
You have several alternatives. One way is to become much more stubborn as a DM. Don't get yourself overwhelmed by rules or how your players interpret them. It is hard to do, especially if they have been playing longer than you. DMing is not a democratic decision making process. You, as a Dungeon Master, are in control. After all, you are the one who will work the most on a campaign. You should, especially since you said you were a beginner, outright forbid
anything outside the three core books. Hell, forbid consulting the manuals in game. Keep the game flowing and brush aside complaints: if the adventure is fun in the end, they will have no ground to stand on.
You could also look into ways to simplify game processes. Reduce multiclassing choices. Even: reduce class choices to four (Fighter, Wizards, Cleric, Rogue). No matter what others say, it is enough for years of adventuring. Don't use tactical combat. Simplify skills: if you restrict anyone to maxed out skills, there is no need to shuffle around points. And so on - I am sure you can find multiple by-ways.
As a final alternative, you could try a rules lite version of D&D. The time is just right, since there are no less than three choices to choose from - one published, two coming out soon.
OGL Fantasy Lite: Basic Player's Guide is available from RPGNow for $5. I do not possess it, but the description sounds about right:
Simplicity is back. While trying to introduce someone to a role-playing game can overwhelm them with options and rules, this work is designed to keep things simple and presentable. You can drop this work into the lap of an 8-10 year old who has never played RPGs before and get him an understanding of and an ability to contribute to a game, completely by the rules, in an hour or less. More experienced gamers will already be familiar with the material in this work, but may wish to use it to introduce their friends into gaming. Show them that gaming is fun!
The second choice is the upcoming D&D Basic set, published by Wizards of the Coast. Others will know more about it - I think it comes out this Fall and includes a rulebook, miniatures, dice and a sample adventure. Unfortunately, it will only cover lower levels (we don't know how high) and may lack character generation info. Still, it will be easy and official.
The third is
Castles and Crusades from Troll Lord Games. Castles and Crusades is
not 3e lite, but rather a simple game inspired by 1st edition AD&D, Basic D&D and (of course) 3e's mechanics. In a way, it may or may not be what you are looking for, since it represents a completely different take on D&D's themes - lower powers, less player choices, no skills (although there is another sort of mechanism I am not allowed to speak about that may be used in its place) and a very high level of DM power. It is also very easy to tinker with. You can sign up for playtesting and get a copy of the most recent playtest document (this also means you will need to sign a non-disclosure agreement for yourself and your group). The game is set for an early Fall release (with a possible Gen Con preview), but you can pretty much start with the current docs and extrapolate the rest. Tha main book will cost $20 and contain brief DMing instructions. Others can tell you more on the
C&C boards.
Here is a part of C&C's proclamation:
Castles and Crusades™ takes the best elements of each of the prior editions of the beloved game and combines them into a package that is simple and modern, yet fresh while traditional. In Castles and Crusades™ , the game is stripped to its logical core, making it easy to grasp, even for the most curmudgeonly of gamers!
Castles and Crusades™ revolves around the six attributes, and they are the engine that drives characters through the story. Attributes aid the CK in resolving conflicts during the game, be they combat, saving throws, or character abilities dependant upon class and race. Attributes determine whether a character can swim a mighty river, dodge a dragon’s fiery breath, pick a locked treasure chest to recover lost gold, or slay an evil monster intent on ravaging civilization. Players define their characters by selecting “prime attributes,” and those the player chooses to emphasize influence a character’s ability to act within the game. No longer need the CK or players bog themselves down with backpacks full of rules books containing copious amounts of game terms, rules, varying mechanics, and rules explanations and complications. Instead, they can focus on the game at hand, playing Castles and Crusades™ out-of-the-box or molding it to fit their style of play. By placing emphasis on character attributes, Castles and Crusades™ presents a streamlined game of storytelling for past, present, and future generations of roleplayers!
Best of luck!