Chronologist
First Post
Pre-made modules are fine, just spend an hour or two going over it, figuring out what all the characters' motivations are, how they might react in strange circumstances etc. and you'll be fine. Me, I go by three main rules:
1) Use plenty of description with the environment, the people, the monsters, everything. The game flows better for the players, and in my experience for the DM, when he's describing things in intimate detail. It also buys you time to think.
2) When in doubt, use the rule of 3. A threatening monster should, generally, be able to take out a player character in three undefended hits. In return, they should be able to take about three hits before they're knocked out as well. Specifically tough monsters should take 5 or 6, boss monsters should take 12, and they both should deal a little bit more damage, and hit more than one player per action. This is useful when you've forgotten the stat block for the monster.
3) Favor the monsters slightly for raw combat advantage, you can expect the players will use smart tactics and dirty tricks in every fight. I usually give the monsters an extra +2 bonus to saves, AC, attack rolls, and skill checks to compensate for this, especially since monster tactics take some getting used to in Pathfinder. Solo monster types get a +3 or +4, boss types get a +5 bonus.
In the end, it's all about the speed of play, and the quality of the adventure. I'm sure you'll do fine.
1) Use plenty of description with the environment, the people, the monsters, everything. The game flows better for the players, and in my experience for the DM, when he's describing things in intimate detail. It also buys you time to think.
2) When in doubt, use the rule of 3. A threatening monster should, generally, be able to take out a player character in three undefended hits. In return, they should be able to take about three hits before they're knocked out as well. Specifically tough monsters should take 5 or 6, boss monsters should take 12, and they both should deal a little bit more damage, and hit more than one player per action. This is useful when you've forgotten the stat block for the monster.
3) Favor the monsters slightly for raw combat advantage, you can expect the players will use smart tactics and dirty tricks in every fight. I usually give the monsters an extra +2 bonus to saves, AC, attack rolls, and skill checks to compensate for this, especially since monster tactics take some getting used to in Pathfinder. Solo monster types get a +3 or +4, boss types get a +5 bonus.
In the end, it's all about the speed of play, and the quality of the adventure. I'm sure you'll do fine.