Galeros said:
One problem I do have as a DM, is I have a hard time describing stuff off the top of my head. Like for instance, chances are the PCs are going to be on a boat this next session later today. But I can not for the life of me descrobe a boat in an interesting way right now. I just sort of freeze up and forget what I was going to say.
Well, it's good to remember that there's a time and place for flavor text. The seventh time the players encounter goblins, you don't need to talk about their "hideous sneers" or "slimy, wart-ridden hands." Just say the players see three goblins and describe what they're doing.
You don't need to spout off interesting prose to describe every sword strike or spell. You don't need to sound like you're reading a block of flavor text every time the characters enter an inn.
And as far as describing dungeon rooms... well... this is why I prefer to keep my dungeons small. I know what purpose every room has and there is no wasted space. That way you don't have to make stuff up to make it interesting - you just describe what's there. If describing the raw features of what's there isn't interesting, then the problem is a lack of interesting things in the room, not your inability to spout impromptu descriptions.
As an excercise, draw a 15 room dungeon, perhaps a kobold lair. Chances are several of the rooms will be, for lack of a better word,
boring. Draw the dungeon again with only five rooms, while trying to maintain the feeling and flavor of the kobold tribe. Each one of the 5 rooms should now be buzzing with interesting features, and as a player, I'd rather go through 5 interesting rooms than 15 mediocre ones. And after room 6 or 7, killing kobolds starts to get boring anyway.