Rel said:I considered myself a "veteran GM", if not a master of the art, when I had been doing it for 20 years. Then a couple of years ago I got Robin Laws' Robin's Laws of Good Gamemastering and I felt like I learned more in one evening's reading than I had in the last ten years I'd been GMing. I can't recommend this book enough in terms of what it teaches you about how to deliver what your players want in the game and how to do it, while making the game fun for yourself as well. Get it. Read it. Learn it. Love it.
Good luck.
Stone Dog said:You might also consider a subscription to Pyramid, the Steve Jackson Games webzine. It is not strictly GURPS material and many of the articles that come out every week give you something to think about. Also you get access to the entire archive of past articles including John Wick's excelent "Play Dirty" essays. Also Ken Hite's "Suppressed Transmission" articles are more than enough to get the right level of weird into any game.

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