I don't admit to being a great DM, but I tend to be a bit too modest at times
![Big grin :D :D](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
I've DMed for about six years solid (with intermittant DMing for about six years before that). Improvement is the name of the game, as it only happens with time. Here are a few pointers about my game:
1. I know my game world inside and out. Whether it be my homebrew, Planescape, or whatever - I know everything about it. It makes such a huge difference when the the mountain the PC's see in the distance has a name to it. Even if they don't ask, and it doesn't come up. If it does happen to come up, the name's there, it's ready. The history behind it is there. The various races, cultures, and subcultures in it are there. That way, if some PC says they "want to go scale the mountain!" it's ready and waiting. (Don't act like this has never happened to you.)
2. I know my plot. Whether I'm running an epic or a module, knowing the storyline is key. But let me clarify: I don't plot out every encounter, every NPC, every conversation. Instead, I know the beginning, I know the end, I know the villains, I know thier plans, I know my major NPCs. But most importantly, I plan events that further the plot which I interspace throughout the campaign. Simple plot example: PC's out to save the princess. I don't allow them to just rush to the evil wizard's tower and confront him in glorious combat - that would be too easy. First they don't know where the evil wizard's tower is. Before that, they don't even know who the evil wizard is. Once they find out, how to they get past his magical defenses? All of these factors allow for dozens of game sessions finally leading up to glorious final combat.
3. I don't railroad. Yes, I do have preplanned events, what fun would that be for myself or my players if I didn't. But the game has to progress naturally - with the players choosing their path, not me. Granted, I occasionally poke and prod them in the right direction, especially if they're stuck (it happens), but I try to cover all my bases and allow them as much latitude as possible.
4. That said, I improvise. A lot. Largely, this is because of lack of time, also because of laziness - but the biggest reasons are necessity and because I can. Due to my abhorence for railroading, I find that the characters bring me to places I would have never considered before. This is also a good reason to have the world/module fleshed out as much as possible. Who knew the barbarian would get insulted by the king's projected superiority and slay him on the spot? Improvisational techniques are invaluble. I can also do a lot of different accents and traits (albeit, not many well), which helps quite a bit.
5. I try to incorporate the characters' backgrounds and histories into the plot. Is it important that the elf is really a runaway prince, or the halfling a runaway slave, or the half-elf's true love was slain accidentally by his own hand? You bet it is!! I use these things to further my plot, and to get the player's more involved into the game.
6. I try to cater to my game-table habits in game. I tend to get rather silly at the game table, and it gets rather infectious at times. I find it completely hypocritical then to have my campaign be 100% serious. I like to have a lot of ingame humor (case in point: I currently have a someone playing a kender sorcerer). Playing "jokes" on the characters, and likewise having them being played on my NPC's adds a lot more enjoyment, and justifies my out-of-game silliness
All of that being stated, I still have plenty of weaknesses. I still don't have a super-solid foundation in the rules, my descriptions are oftentimes lacking, and my aforementioned silliness can get out of hand at times. But, with all the groups I've played with, I've always been asked to DM the most, and we still tell stories about the amazing games we've shared together - so I suppose I've been doing alright.
To answer a few of Privateer's questions (I can pick and choose if I want to
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Playing good female NPC's is tricky (unless you happen to be female, then it may come naturally). First of all, remind yourself of fundamental differences with females v. males. (avoid inserting flames here, disagreements welcome) Women use more emotion than men in coming to decisions - I feel this should be reflected in game as well as it is in life. Voices are tricky, if you're like me, you like to have every major NPC having a different voice, but my falsetto just sounds too high and goofy to be taken seriously. I tend to just speak a little more softly in my normal voice when portraying females (unless she's yelling at someone or in battle). Also, don't assume that all women should be the archetypes of fantasy women that plague the genre. I like to use women in different roles than what is considered standard. Why does a queen have to be middle-aged and monotone? Why can't she be 95? Or 13? Why do adventuring women all have to have Barbie® dimensions? Why not have a 200lb cleric of the god of feasts? Why not have elf maiden unfortunately sized like a half-orc maiden? These small differences can make your females much more realistic, lively, and memorable.
My accumlated DM wisdom?
Ask yourself and your players if general fun is being had, and what can be done to improve it. Do that, and all shall be well.