D&D 5E Just started

In fact I would recommend coming up with a little 1-shot adventure of your own. While this might seem to complicate things what it actually simplifies is your understanding of what is going on. You know because it's your idea :) Running a pre-written adventure means that you know only have to wrestle with the rules (which are complicated when you first encounter them, no matter what others might say) but you also have to keep track of what happens next in the adventure, you feel beholden (as a novice) to stay true to the story.

Running your own short story let's thing be a lot more fluid and you can focus on the rules side of things and run the story from your head.

Just my 2c.
 

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Lots of good advice. I'm going to repeat some of what others have said as I add.

1) Start small and build up - in a way, I agree with [MENTION=6801558]robus[/MENTION] about Lost Mines of Phandelver. It might be good to read it and get ideas, but only run it if you feel comfortable with it. A lot of the times, I find it easier to plan my own smaller adventures, especially as a start. An initial encounter to get the PCs together and on a quest, with some exploration that includes 2-4 areas with some interactions and combats, is probably enough for 2-3 hours. Once that's done, see where everything stands, and build around it.

2) Watch how others play/run games. There are a ton of live streamed games out there. Don't get intimidated by the awesome DMs; just see how they run things. Here's a series that I found pretty helpful and simple to follow (https://www.youtube.com/watch?v=jT3FRzEJDp8) but there are others too.

3) Get comfortable running monsters/NPCs and plan how they'll act before the game session. This is especially important for when you get into a situation where a "newbie" group gets into trouble with more powerful monsters/npcs. Often, even if monsters seem to have the upper hand, there are ways to change the situation to give the party a new chance. Sometimes, a new threat can surface and fight against the foes giving the PCs a chance to escape. Sometimes, one of the leaders of the monster/npc group could offer a deal to the PCs. Sometimes, a freak occurrence can frighten the monsters/npcs away.

4) When building encounters, don't make everyone a combat encounter. Give pcs a chance to use other skills/ideas to interact and explore. But, if you do make a combat encounter, always err on the "too easy" side rather than the "too hard" side. Give players a chance to warm up. If you do have a hard encounter, try to telegraph it to the players so that they know it might be dangerous.
 

I forgot to say, and I am sure I echo everyone on the boards and in the community, welcome to the game. Many of us have many years of enjoyment from when we were kids ourselves and wish you and your children enjoyment as we have had.:)
 

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