Well, I was looking (as the post's title says) for actual organization tips. For instance, do people just use single documents or tons of different documents? Do people find a particular program or app to be useful? Do they stick stats in with the area description or in its own doc? That sort of thing? Are there particularly good tips or even mechanics from various games that they've found extremely useful in taking some of the burden off the GM? Things like that.
I described the various tools I've used to organize my campaigns and game session earlier in the thread, but I'll add a couple other things I've found work well for me.
In the 10 years since I've been running games, I've worked on making things simpler and having fewer sources and tools to deal with when running my games. For a while that meant spending more time in prep, but since finding a process that works for me, I've been focusing more on streamlining and my prep time has gone down quite a bit.
For instance, do people just use single documents or tons of different documents?
I prefer a since place to go. But it isn't really a single document. I have a single "journal" in Foundry, but it has multiple sections and subsections. Foundry lets me view it as one single scrolling page, or perform more like seperate pages. Each "page" can be a very long document. By using headers, it creates a nice outline in the journal navigation panel. I keep the multipage view on because I have too much content over time that I'm never going to navigate through it by scrolling. I just click around using the outline.
I used to have multiple journals, but with the recently improved journals in foundry, I can now put everything in one journal that is easy to navigate. I can link to nearly any object in foundry by just drag and dropping it into a journal page while in edit mode. That saves a lot of time by not having to go to another part of the interface to navigate through folders or search and filter to find things. I also have a community mod that brings up a quick search. What is really cool about this mod is that I can highlight text that I typed in the journal (though it works in text boxes for most items in the system) and hit the hotkey and it will find matches. I think click on a match and the link is added. It is the quickest cross-linking experience I've used in any tool. RealmWorks might have been better in auto-linking, but I found I spent a lot of time cleaning auto-linked content in RealmWorks or coming up with special naming conventions for articles to only autolink what I want. I much prefer making a choice to link over autolinking, so long as it is quick and simple to autolink.
This allows me to have everything in one tool, the VTT. This is the biggest benefit for me compared to using OneNote, Evernote, World Anvil, or Obsidian. If I were not running my games in a VTT, I would consider World Anvil or just OneNote. With other community mods, I can also search and add tiles, tokens, music, soundboard effects without having to go to another site. (I use Moulinette, which is brilliant). I have another mod that lets me pop-out the journal and other parts of Foundry into separate windows. It is nice when you have multiple monitors or is just convenient to alt-tab than having to constantly minimize and maximize things within foundry.
Do people find a particular program or app to be useful?
As you can tell, I'm a big fan of Foundry. But depending on the system and how much support you want for official content and automation, it may not be the system for you. Also, any VTT will have an extra learning curve and Foundry can get complicated once you start playing around with community modules. If DnD Beyond had the maps feature back when I had to start running games remotely, I would have likely just used DnD Beyond for rules and simple online battlemap functionality and then used either OneNote or World Anvil for campaign building.
But now that I'm very familiar with Foundry and am playing a game system with excellent official support (Warhammer Fantasy 4e), I really love having everything in one place and it really helps me stay organized and focused.
Do they stick stats in with the area description or in its own doc?
When I ran Pencil and Paper in-person games, I also preferred to have stats in-line with the adventure text, rather than having to flip through to the end of the book to get the states. But since that convention seems to have fallen out of favor in most published adventures I've bought from WotC and third parties, I would have the states printed and organized by encounter. It was an annoy bit of extra prep, but made running the game easier. But once I went the software route it became a non-issue. With RealmWorks, any NPC or monster would be hyperlinked and I could just click on it to bring up the states. In a VTT it is even easier and more natural as the states are generally tied to the token. But even when needing to pull up stats for a NPC out of combat when no token is placed, I can easily add a link to the adventure text or my GM notes that will bring up the states with a click, or I can use the quick search mod to pull up stats. So I no longer add the text of the states in-line with the adventure or GM notes text.
Are there particularly good tips or even mechanics from various games that they've found extremely useful in taking some of the burden off the GM?
This really depends on the sytem. Games like InSPECTREs is great for low prep because the players take part in narrating what happens in the game depending on their rolls. But the trade off is that you need to be comfortable with a bit of improv and thinking on your feet. True with most TTRPGs, but much more true with more narrative, collaborative systems like InSPECTREs.
For crunchier games like D&D and Warhammer Fantasy, it helps to buy published adventures that are prepped for the system you are using. Obviously a more improv style will require a lot less prep than reading and getting ready for a published adventure, but it is a lot less work than creating the adventure yourself, preparing battlemaps and tokens, etc. A VTT can require a lot more prep than even pencil and paper for homebrew or third party material that is not prepped for the VTT. But if everything is prepped, it makes it so much easier to run the game, since the content is easily searched and navigated, initiative tracking is managed, and for many systems a lot of things are automated.
I like D&D Beyond for character sheets and for looking up rules, but I've never liked running adventures from it. While it is searchable and hyperlinked, I still find navigating around the adventure content not very convenient.
The one think I don't like about Foundry is that taking notes while running the game is not that convenient. Most TTRPG-software suffers from that. This is where tools like OneNote and Evernote, or even the basic notpad apps on Windows and Macs excel. Jotting down quick notes. But I just don't like juggling lots of windows. I still have a notebook and pen to jot down quick note in the middle of the game. The chat function of VTTs would be good for this, except you have to toggle to GM only mode to keep such notes to chat private. Which I find annoying. There was one quick note community mod for Foundry, but I found it clunky. I would love it if there were a hot key that would bring up a text box where I could type a quick note, hit enter, and have it disappear with the notes logged to a journal item.
Anyway, for my main multi-year, in-depth campaigns, with crunchier systems, Foundry is working wonderfully for me. If I didn't want to use battlemaps with all the bells and whistles, I would use OneNote or World Anvil, maybe with a VTT-light approach like the White Board feature in many online meeting apps, DnD Beyonds Maps tool, or something like Owlbear Rodeo.