TwoSix
"Diegetics", by L. Ron Gygax
1) Decide early if you're going to give the PCs magic items, and how you're going to distribute them. If you let the players pick, you're going to see a lot of cloaks of protection and characters with Str 8 taking gauntlets of ogre strength. If that bothers you (it doesn't bother me, but I know other people frown on it), then hand out your own magic items.
2) By 9th level, pretty much every "strong build" will be up and active. Take a look at the "How do I hurt the sorcadin" thread that's active right now; going into Tier 3, you need to know how to handle PCs with high ACs and saves.
3) Stretch out 10th level. By the book's XP chart, it's the longest level (in terms on number of encounters required to level) in the game, and for good reason. It's my pick for the absolute sweet spot of 5e.
4) Be ready to deal with some of the more problematic 5th level and up spells, like Animate Objects, Wall of Force, Magic Jar, Forcecage, Simulacrum, etc.
2) By 9th level, pretty much every "strong build" will be up and active. Take a look at the "How do I hurt the sorcadin" thread that's active right now; going into Tier 3, you need to know how to handle PCs with high ACs and saves.
3) Stretch out 10th level. By the book's XP chart, it's the longest level (in terms on number of encounters required to level) in the game, and for good reason. It's my pick for the absolute sweet spot of 5e.
4) Be ready to deal with some of the more problematic 5th level and up spells, like Animate Objects, Wall of Force, Magic Jar, Forcecage, Simulacrum, etc.