When you do will you please provide a few excerpts?
Here are some excerpts from the "If This is Your First Time Running an RPG" section... I'm not sure I'm a fan of how it lays all of the out-of -game responsibility definitively at the GM's feet (One of the problems of having a strong stance and a prescriptive slant). Also I don't think it's all that much better or more informative than the 5e advice... granted it is just the beginner advice (but we are stressing total new GM's in this thread and this would be where they start with advice in HEART). I'll post excerpts from the later sections shortly though.
"What follows is a run-down of the most
basic elements of being a GM; if you’re a dab hand
at it already, you can skip this section and move
on to the next one..."
You’re generally responsible for inviting play‐
ers to the game. You can choose people who you
already know and trust, or put out an open call on
a messageboard..
You’ll also be responsible for determining where
and when the game takes place. A lot of people run
their games out of cafes or pubs, especially if they
live in a major city and there’s one that’s easy to
reach for all players...
It’s your job to have the rules on hand and make
sure that players have access to them. It’s great if
players buy their own copy of the rulebook, but not
required... Make sure you have the correct dice too: a
few D4s, D6s, D8s, D12s and a handful of D10s.
During the game, you’re in charge of
everything aside from the actions that player
characters make. For the majority of the game,
this will function as a conversation between you
and the players. You’ll describe the world and act
as the non-player characters, the players will
react as their characters and you’ll react to that in
turn. You only need to break out the dice when a
character attempts something that might fail...
Once the dice have been rolled (see p. 8 for a
more detailed breakdown) it’s up to you to inter‐
pret the results, use any mechanics associated
with them (such as inflicting stress and checking
for fallout) and describe the results in the fiction of
the game. You’re the final arbiter of the rules and
events of the game, but feel free to ask the players
for advice and input if they can help you out.
You’re also in charge of the pacing of the game:
keeping the energy flowing over the course of a
session, giving players moments of high intens‐
ity, letting them relax, calling for a break and so
on...