Thunderfoot
Hero
I currently run 11 players - here are a few tips to help out:
1- get someone to co-DM. This person looks up rules, helps create plot, plays NPCs, etc. This is a second DM to HELP you, not run a separate game (though this often happens once they start looking for major goals to complete)
2 - Make sure that the plot is well developed in advance. Let me be clear here, this does not mean railroad, but have a rough sketch in your mind on what will be available to the party. Put multiple rumors in the Inn that lead to actual encounters. Use the ones they are interested in as a guide as to what the party wants to do - for example, if the party is currently hearing abut the swamps to the south (undead) a war to the north (evil mage) and a heretofore undiscovered (and therefore unexplored) island off the coast to the east of the city they are in, they have three options. If they thumb their collectives noses at the northern campaign and fear that the southern campaign might be beyond them and the eastern campaign is the way to go, you have insight to their play style and wishes and you have an easier time of planning the campaign.
3 - KEEP COPIOUS NOTES!!! Any information you give them will come back to haunt you if you allow it, and not remembering is a sure invitation for the "D'Oh" to come visit.
4 - Take breaks every so often to allow the brains not to become mush - 15 minutes every 3 hours is a good rule but find what works for you.
5 - If possible, find a way to do long sessions few times rather than multiple session with short times, it helps with campaign cohesion.
6- If you feel fatigued or burnout setting in, let them know. Schedule something else, movies, video games, pizza party, whatever. don't try to 'work through it' because the campaign will de-rail and you will have a real problem on your hands.
My current campaign is now in its fourth year and looks to go for at least another two.
1- get someone to co-DM. This person looks up rules, helps create plot, plays NPCs, etc. This is a second DM to HELP you, not run a separate game (though this often happens once they start looking for major goals to complete)
2 - Make sure that the plot is well developed in advance. Let me be clear here, this does not mean railroad, but have a rough sketch in your mind on what will be available to the party. Put multiple rumors in the Inn that lead to actual encounters. Use the ones they are interested in as a guide as to what the party wants to do - for example, if the party is currently hearing abut the swamps to the south (undead) a war to the north (evil mage) and a heretofore undiscovered (and therefore unexplored) island off the coast to the east of the city they are in, they have three options. If they thumb their collectives noses at the northern campaign and fear that the southern campaign might be beyond them and the eastern campaign is the way to go, you have insight to their play style and wishes and you have an easier time of planning the campaign.
3 - KEEP COPIOUS NOTES!!! Any information you give them will come back to haunt you if you allow it, and not remembering is a sure invitation for the "D'Oh" to come visit.
4 - Take breaks every so often to allow the brains not to become mush - 15 minutes every 3 hours is a good rule but find what works for you.
5 - If possible, find a way to do long sessions few times rather than multiple session with short times, it helps with campaign cohesion.
6- If you feel fatigued or burnout setting in, let them know. Schedule something else, movies, video games, pizza party, whatever. don't try to 'work through it' because the campaign will de-rail and you will have a real problem on your hands.
My current campaign is now in its fourth year and looks to go for at least another two.