Where to begin?

Here's another piece of advice: since you are all beginners, try doing things round robin style. That way, everybody gets a chance to see what it is like to run a game, and everybody gets to run not just one but several PCs.

It will also improve everyone's understanding of the game while they discover & refine their preferred style of play.

Some may well discover they can't DM- not everyone can muster the patience & master the multitasking for the job- but someone else may take to it like the proverbial duck and water.
 
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I don't really know what I'm doing.

As far as rules go, this is okay. However, don't retcon. Here is what I mean. It is fine to not know a rule, and fine to make up a rule on the fly so long as everyone is clear on that rule and ready to play with it. However, once you find out what the "real" official rule is, don't backtrack. Don't undo what you've already done. You can use the official rule going forward, but leave the past in the past. If you (or players) learn that a rule on the books would have been better, oh well. If you start going back and revising (even going back just 5 minutes), you'll find that your players constantly want do-overs. They will comfortable, quickly, with the idea that bad stuff can be avoided by whining about the rules.

DO NOT LET THAT HAPPEN. Fun will die.

I don't really know how to make everything connect and feel like there in a world that remembers them.

Have you heard of the concept of emergent gameplay? It happens a lot in sandbox games, and it's often actively discouraged in railroad games. The idea is this: build off of what emerges from the actual gameplay that your players do. I'll give you two examples.

First, my players were on a simple "save the princess" quest -- they had heard that a particular town was suffering from a few kidnappings, and needed adventurers to stop it. So the party went to that town. However, at the gates, as it was a minute past sunset, the guards were closing up for the night. The players really wanted in, so one player steps up to the guards, says some antagonistic stuff, and rolls for intimidate. He does very well, and the guard freaks out and lets them in. However, knowing that he has just let some bloodthirsty thugs into the city, the guard quickly rallies he fellow watchmen, and they find the party and capture them.

None of that had to do with the "save the princess" module -- they intimidated guards that should have been their allies, and it felt like a reasonable thing for the guard to back down and get backup. So now the party is completely off-the-rails, not doing the princess quest. They're in jail. And unfortunately, one of their party members resisted, and died. So the rest of the party is pissed. They feel the guards are completely wrong and they are completely innocent.

Now on to the second example. Same party, same problem. They "wake up" in jail, stripped of gear and bloodied. They try to break out, but fail. Eventually, a man named Lord Seren opens the door to the jail hallway, and strides down the hall to the cells containing the prisoners. He explains that they have behaved in a threatening manner toward the guards, and resisted lawful arrest, and will be tried on both counts.

My thinking was twofold. First, I wanted to discourage lawlessness, so a slap on the wrist seemed appropriate. Second, I didn't really see this whole jail thing going anywhere, so I wanted to get through it quickly. I thought, give them a trial, count "time served" and let them go. However, the players didn't let it go. They hurled accusations at Lord Seren, complaining that his guards were out of control and murderers. When Seren didn't agree to this interpretation, one of the players blurted out, "I say to him that I vow I will kill him with my own hands, the moment I am free."

At this point, I stepped back and looked at what had emerged. And that was, we had found a villain that the party would hate and fight long-term, over many sessions.

None of it was planned. All of it just came from looking at how the players interacted with the world, and making decisions that seemed reasonable.

Oh, also, sidenote: the adventuring group was largely chaotic neutral with 1 chaotic evil PC, and Lord Seren was lawful neutral with lots of lawful good paladins at his command. So it was interesting to consider the "good guy" the villain in this story.

Anyway, over the course of many sessions, they continued to bump into Lord Seren, always unplanned, always utter chaos, always fun. It never had anything to do with the modules I ran. It just... happened.

So my advice to you is to make sure the monsters & NPCs have personalities. Most will never see the light of day, but a few will. Keep in mind how common people react to grand displays of power, and think about what rumors would happen around the PCs, and who would take note of their ascension to power. Remember that people who are slighted hold grudges, and monsters that get away from murdering PCs will eventually return with an entire tribe to back them up.
 

I really appreciate all the advice you guys have been giving. It has been very helpful and I think I'm starting to get a better idea of the direction I would like to take this game.
I think I'm going to start small and continue doing short quests with smaller dungeons. From there I will start adding more complexities bit by bit. The roleplaying is something I see myself having a heard time with.
I don't know how comfortable I would be getting into the roles of NPC's but at the same time I feel like I am robbing my players of the experience by simply narrating what happens rather than acting it out.

This is all still a huge learning process but I'm eager and glad to know that there are as many resources out there as there are.
 

I should note that it is the player's job to mess with your plans. Every player's duty is to go against his DM's story and carve out his own niche in the world. if you create a fantastic, world altering campaign, your players will go down the wrong adventure path and save a goat herder's son instead.

Don't worry about it. Save that epic adventure for another time.
 

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