Regal Worm of Slopp said:
lol....ummm...the main h=thing is i am curious about is what do you do if the players dont do what you want? how do you incorporate things if the players did somethim differently than you imagined? how do you make it feel real (the world)? how do you make sure that the players do the right thing to start an adventure? how does anything ever work out when the players dont truly (though they may have an idea) know what the adventure requires them to do? i know that this uncertanty is the essence of the game, but how do you, as the DM, make sure it all works out???
First thing...don't "want" the players to do anything other than have fun. You'll see folks here talk about "railroading" some times. Basically forcing players down a path because it's what the DM wants. This usually ends up with all partys unhappy.
The answer for me to reacting to the unexpected, making the world feel real, and having everything "work out" is knowing my "world." For a new DM, that world should start small--a town with a nearby wilderness and some ruins. You can then become familiar with each person in the town, the general layout of the whole land, etc. Keep the environment similar to where you live, as it's harder to realistically portray someplace with which you have no experience. Use your own experiences to create people, situations, etc. that could logically happen (well, as logically as possible when you've got magic involved). As you grow more comfortable in this "world" expand it out to include another nearby village, perhaps of another race. Throw in a cavern complex nearby, and some bandits on the road between the to areas.
Now, for "doing the right thing" and getting the adventure started, I think one of the keys is knowing both the players and their characters. Getting players to work a background up helps them connect with the character and helps the DM place plot hooks, hints, etc. in the game. Then as the characters grow and become immersed in the world, the DM builds new hooks, hints, etc. around that growth.