Grossout said:
I don't really understand how dungeon tiles are used. Once again, are they only used for combat encounters? If so, do you just create the room the battle is taking place with the tiles, trying to replicate its dimensions and features the best you can? They seem neat and all, I just don't really get it - seems like it would take a long time to set up in the middle of the game...
Yes, that's how you use them. They don't take very long to set up. Occasionally, if I have a extra cool non combat scene, I might set up minis on dungeon tiles, just so everyone can get a sense of the room.
Leading up to a fight, I usually describe the events immediately prior to the enounter, including whatever the PCs might have been able to see before fur flies. At this point I'll set out the room counters. For a more complex room it might take a few seconds, but usually this happens quickly.
While I'm setting up the room, my 'second' (a player I've appointed) gets everyone's initiative and writes it down on a set of cards. These become my initiative counters. I know some DMs who take initiative for the next fight right after a fight, in order not to have to stop the game to get initiative just before a fight. This is a good method to help you maintain dramatic tension, but my group really gets in to competing with each other to see who wins initiative, so you know, why spoil their fun.
I indicate the general area where the PCs may begin the fight, and let them place themselves as they see fit. If there were things said as part of the previous scene that contradict their placement (i.e. the wizard was searching the pool, but wants to start combat behind the fighters) I will adjust them accordingly, and explain why.
The only time I'll place the whole group of PCs is in the case of total surprise and ambush.
Once the PCs are sorted (or during, depending on how quick it goes) I'll set up the bad guys they can see and make a mental note of where the Better Guys (the ones they can't) are.
For me, it's not necessarily critical to set the PCs up first. It is critical not to place the monsters they can't see.
From there, proceed through the initiative order until you are either out of monsters or PCs.
What you'll find is that your group will just hit a rhythm with these shifts from open-ended actions to combat, and it will become a very small part of what taxes your brain. You'll get a sense for how altering your routine might make subtle suggestions and/or ramp up the tension. Use the meta-game as your tool, but use it subtly.
Congrats on taking the leap! You'll soon realize DMing is the most fun job at the table! Remember-- your job is making sure the players have a good time, all the while appearing to do your damndest to kill them.

If they are laughing, smiling and shouting, you did a great job, regardless of whether you do it like I do, or how the books suggest.