Aberzanzorax
Hero
What about "one offs" and rotating DMing?
Instead of Ted getting the sole responsibility, why not have the whole group (but not you since you do the other campaign) rotate as one shot dms.
Have each person work up a theme (e.g. zombiepocalypse, wu shu/kung fu, outer space, players play monsters etc) and run a one shot game.
DMing for the first time is intimidating, and the best advice I've seen is "you're GOING to suck...but then you'll get better".
So I would bet that if you rotated, it would:
1. Take the pressure of campaign building/hard work away.
2. Allow for people to suck without the fear of getting "fired" as DM.
3. Allow you to perhaps help people dm (make someone else responsible for the main components, but you can be an advisor/co-dm the first or second time they give DMing a shot).
4. Take the responsibility of dming away from just one person
5. Make it so that each new DM had much more time to prep (as on a rotating schedule they'd only be dming every few weeks or so).
6. Perhaps, and only perhaps, result in someone figuring out they really like/want to dm.
Get them excited by having a brainstorm session as a group about what people like and what they want to play (if someone loves the old west, or ghost stories, or star wars or whatever, draw upon that).
Good luck!
P.S. Remind your group that they all have the most important criteria to DM...they're not jerks. Emphasize that no one has to live up to Gary. After all, you fired Gary.
Instead of Ted getting the sole responsibility, why not have the whole group (but not you since you do the other campaign) rotate as one shot dms.
Have each person work up a theme (e.g. zombiepocalypse, wu shu/kung fu, outer space, players play monsters etc) and run a one shot game.
DMing for the first time is intimidating, and the best advice I've seen is "you're GOING to suck...but then you'll get better".
So I would bet that if you rotated, it would:
1. Take the pressure of campaign building/hard work away.
2. Allow for people to suck without the fear of getting "fired" as DM.
3. Allow you to perhaps help people dm (make someone else responsible for the main components, but you can be an advisor/co-dm the first or second time they give DMing a shot).
4. Take the responsibility of dming away from just one person
5. Make it so that each new DM had much more time to prep (as on a rotating schedule they'd only be dming every few weeks or so).
6. Perhaps, and only perhaps, result in someone figuring out they really like/want to dm.
Get them excited by having a brainstorm session as a group about what people like and what they want to play (if someone loves the old west, or ghost stories, or star wars or whatever, draw upon that).
Good luck!
P.S. Remind your group that they all have the most important criteria to DM...they're not jerks. Emphasize that no one has to live up to Gary. After all, you fired Gary.