Azul said:
As a new DM, using a premade adventure like the Sunless Citadel is probably a good idea. It will help you learn how to structure an adventure. Remember that you are learning too, and you might make mistakes. That's ok. Do try to mitigate them though. For example, if you realize that you faced the party off against excessively strong monster that is likely to kill them, consider having the creature capture them (if it is intelligent) or merely knock them unconscious. Looks for ways to transform a potential disaster into a cool story twist.
For all my days on this board, I haven't actually DM'ed very much, so I'm in a similar boat as cbomb.
Using the above quote, this raises an entirely different question in my mind, one that came about from personal experience several years ago: what happens when the mistake you make is actually a PLOT mistake, not a "math" mistake (math mistake = CR too high for party, forgetting that party has an average of 3 hit points left and they've just woken a dragon, etc)? What happens when the DM is....basically not very smart/bright/wise compared to his players?
I ran a game where I had a cool idea (I thought) and had a villain steal something. During the game, as I was describing the crime scene, one of my players looked up and said, "That was kind of a dumb way for the thief to steal (__ insert item here __) by climbing up the roof. Why didn't he just walk in the door over here and (blah blah blah)....?"
When I sat there and listened to the player, my jaw dropped & I realized with horror that the player was right, and that I'd created a whole series of clues just because the villain'd "look cool" breaking through a trap door on the roof or whatever. That my carefully constructed plot was demolished in approx. 20 minutes of game time. This wasn't elaborate. This wasn't complex. This was a foolish mistake. Because I was an
idiot!
I recovered from this and continued on with the game (barely) by making up an obvious and rather transparent excuse. The players, to their credit, were pretty cool about understanding that
the way the crime was committed was less important that
who was being stolen from &
what was being stolen. In fact, the theft was supposed to lead up to the "real" adventure....
But that's one small example of several adventure ideas that I've come up with where I just simply did not have the foresight or--let's face it--smarts/brains/knowledge/intelligence/common sense to create an effective, logical plot that players didn't find a flaw within.
Any advice? (Yeah, I know--"Don't DM".)