Some pretty good advice. You might also look at http://www.montecook.com/arch_dmonly12.html for Monte Cook's opinion.
The only part I take issue with is your first piece of advice.
Rule 0 has a very important role in the game, but it is also a loaded gun. A DM who is just starting out has a good chance getting a little drunk on power. I know you mention that you should think of your players, but the first thing you say is "The DM is always right".
I think this would be better written as something like the following:
1. Know the rules
When you are running the exciting final battle of the lord of evil and you have to flip through the book, it just breaks the whole fun of the situation. If you studied up on the rules and still forgot, try to fake it as best you can. If you are wrong, oops, you'll live. It is just a game, after all. Once you have a good understanding of the rules you can change them and have a good idea of what that change will do. If the rules shift to making clerics better at mass destruction, the wizard who really wanted to be destructive with fireball will feel kinda stupid.
Ok, not the best writing I have done, but I hope you get the idea. Changing the rules, inadvertantly, spur of the moment, or without experience is not something I would suggest.
The only part I take issue with is your first piece of advice.
Thalantor said:
1. The DM knows the rules, starting with Rule 0.
It will come up quite a lot in situations where things get hectic like combat / negotiations with the king / split up of the party, when in the spur of the moment you need to make several rule-decisions which may or may not be correct. Make sure that when that happens and the players starts to bawl about it, that these things are discussed in the break or at the end of the game, because you as a DM will need the time to play out the encounter in a good way. If unsure what to do, use the Rule 0. Which means "The DM is always right." It's your world they are playing in, it's your rules they are playing by.
Rule 0 has a very important role in the game, but it is also a loaded gun. A DM who is just starting out has a good chance getting a little drunk on power. I know you mention that you should think of your players, but the first thing you say is "The DM is always right".
I think this would be better written as something like the following:
1. Know the rules
When you are running the exciting final battle of the lord of evil and you have to flip through the book, it just breaks the whole fun of the situation. If you studied up on the rules and still forgot, try to fake it as best you can. If you are wrong, oops, you'll live. It is just a game, after all. Once you have a good understanding of the rules you can change them and have a good idea of what that change will do. If the rules shift to making clerics better at mass destruction, the wizard who really wanted to be destructive with fireball will feel kinda stupid.
Ok, not the best writing I have done, but I hope you get the idea. Changing the rules, inadvertantly, spur of the moment, or without experience is not something I would suggest.