Some good advice here, my extra $0.05 is:
1) Don't try and chew off too much at one time, especially with 6+ players (that's a lot!) - a simple, shortish adventure, with no expectations for a huge campaign, is actually a really good thing - you can learn a lot, make mistakes, then throw it away and do better next time. Something with pre-gen PC's is even better, as you can learn how to play and not get bogged down in how to create a character. In all honestly, the Lost Mines in the Starter Set is 100% ideal for this, the pre-gen PC's are well balanced and have pre-built hooks to get the players into the adventures, and by all accounts it's a good adventure especially for players and DM's that are not hugely experienced. The first two adventures from Awning Portal are decent, but IMO the first one with meepo etc isn't as strong as Lost Mines, and the two adventures don't really have a linked plot. The big books are, IMO, too big to start off as your first ever DM job - start smaller, and just do your best with everyone's expectation being that it's a first step, for learning - if everyone loves it, and wants more, you can worry about that when the time comes. Far too many DM's over-plan, and look too far ahead.
2) don't take TOO much out of Critical Role - Matt Mercer is a great DM, but he over-does some stuff IMO, and the players definitely over-do the 'in character' drama. Don't feel you need to run a game like that, remember they are all Actors who have varying degrees of understanding of the D& rules (many, not enough), and they veer towards character drama and playing out every little thing in detail, vs what most real life table top players like which is more action focused. Matt is a fair DM, is very well prepared, and also good at ad-lib (which comes from experience as well as preparation), take that as your inspiration.
1) Don't try and chew off too much at one time, especially with 6+ players (that's a lot!) - a simple, shortish adventure, with no expectations for a huge campaign, is actually a really good thing - you can learn a lot, make mistakes, then throw it away and do better next time. Something with pre-gen PC's is even better, as you can learn how to play and not get bogged down in how to create a character. In all honestly, the Lost Mines in the Starter Set is 100% ideal for this, the pre-gen PC's are well balanced and have pre-built hooks to get the players into the adventures, and by all accounts it's a good adventure especially for players and DM's that are not hugely experienced. The first two adventures from Awning Portal are decent, but IMO the first one with meepo etc isn't as strong as Lost Mines, and the two adventures don't really have a linked plot. The big books are, IMO, too big to start off as your first ever DM job - start smaller, and just do your best with everyone's expectation being that it's a first step, for learning - if everyone loves it, and wants more, you can worry about that when the time comes. Far too many DM's over-plan, and look too far ahead.
2) don't take TOO much out of Critical Role - Matt Mercer is a great DM, but he over-does some stuff IMO, and the players definitely over-do the 'in character' drama. Don't feel you need to run a game like that, remember they are all Actors who have varying degrees of understanding of the D& rules (many, not enough), and they veer towards character drama and playing out every little thing in detail, vs what most real life table top players like which is more action focused. Matt is a fair DM, is very well prepared, and also good at ad-lib (which comes from experience as well as preparation), take that as your inspiration.