I wanna be a GM! How do I start?

Rule #1) The players will never do what you want/expect.

If something hinges on the PCs performing some action or making a certain decision, then they will do the exact opposite. Don't be afraid to sometimes radically alter events in game based on PC action. And, don't hinge plots on a particular NPC, because that NPC will inevitably die.
 

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PeterFitz said:
I think your plan for handling skill rolls and what-not is just fine, and it shouldn't be hard to get your players to go along with it once they know what's expected.

The main thing I've learned from about 25 years (holy crap! I must be nearly dead!) of GMing is that by and large, players prefer fair to kind. As long as they know that the GM isn't either gunning for them or coddling them, most people will accept the times when nothing seems to go right. I know that when I'm playing, if I know the GM is always going to fudge to stop the worst from happening it takes a lot of the fun out of it for me.

In a similar vein, don't play favourites. Never, never, never. That includes NPCs -- if an NPC you've lovingly created somehow doesn't work out, or is stabbed through the liver by one of the players in a fit of pique, just file off the serial numbers and use it somewhere else. If your Significant Other is about to fall to his or her death in a pool of boiling lava, DON'T fudge it if it's going to be in any way obvious to the rest of the party. I'm not saying that you can never fudge a roll, but it should always be for a purpose. I tend to do it when a character would be killed through no fault of their own in some non-heroic fashion, but even then I tend to leave them with some kind of scar to remind them not to go skinny-dipping in otyugh filth next time.

There's lots of other advice you can get, but I really think that being scrupulously fair with the players is paramount.

Reminds me of a session from my last campaign. The improved invisible enemny wizard maneuvered into position to drop a wall of fire on the party wizard. I was dm'ing and the party wizard was my wife. It was the most logical thing to do and one of the players remarked it was a totally cold thing to do to my wife. Everybody else at the table pointed out that I didn't do it, the bugbear wizard did. Nice to know they realize the NPCs act as close to their own accord as non-real things can.
 

Lots of good points.

The init cards will help, they hold all the skill#s you need for secret rolls (rolling for stuff the PCs won't know if they screwed up).

However, for all the rest, as a new DM, it's best to let the players help you. Meaning, let them roll their own checks, then describe what happened. It' won't be bad, and the game will flow faster. You admitted that they know more rules than you, put that to your advantage, let them help process them (and you'll learn the rules as they demonstrate their application).

A one-short or limited term game is a good idea. Don't try to do an epic storyline or anything. Guarranteed, your first campaign will not be your best, so keep it simple, and you'll learn lots of stuff. Your goal is to make it fun and playable, and learn the process. Once you've got that, you can apply that to your current campaign, or reset to a new fresh one, using all the skills and ideas you've got.

I'd actually suggest the first game be something like:
1st level PCs, non-evil, all know each other (4 PCs max)
start in small town/village
nearby small dungeon/cave
simple plot: bad guys took something, raiding merchants from their base
players affected (friend/uncle robbed/hurt)
twist: head bad guy works for somebody else, clue that something else bad is happening
Use CR1 or less monsters


The above is a pretty stereotypical campaign start, but it will work. Good PCs will likely bite on the plot-hook (gotta keep it simple for a new DM, nothing worse than no bites on the hook). There's lead up for a 2nd adventure. You don't need epic stuff in the beginning, these are 1st level PCs anyway, not worthy of it.

Here's some quick Don'ts for a DM:
Don't capture the party (pain in the arse and leads to railroading)
Don't assume the party will go where you want
Don't run a DMPC (character that you run as member of the party)
Don't setup the party as fugitives (keeping the party running with no base)
Don't strip-search/rape the PCs (especially the female players' PCs)
Don't do realistic wounds ("the sword cuts of 3 fingers" really makes short work of player fun)

An experience DM might pull off things on the Don't list, however most new DMs will screw it up and break the game.
 

Janx said:
Here's some quick Don'ts for a DM:
Don't capture the party (pain in the arse and leads to railroading)
Don't assume the party will go where you want
Don't run a DMPC (character that you run as member of the party)
Don't setup the party as fugitives (keeping the party running with no base)
Don't strip-search/rape the PCs (especially the female players' PCs)
Don't do realistic wounds ("the sword cuts of 3 fingers" really makes short work of player fun)

An experience DM might pull off things on the Don't list, however most new DMs will screw it up and break the game.

Those are some especially good points. I wish some GMs I've played with would remember those! :D
 

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