FrogReaver
The most respectful and polite poster ever
So it's been a long time since I picked up the DMG and just started reading through it. Honestly, it's pretty dang well written and absolutely full of great advice. A few excerpts are below.
Inventing, writing, storytelling, improvising, acting, refereeing—every DM handles these roles differently, and you’ll probably enjoy some more than others. It helps to remember that Dungeons & Dragons is a hobby, and being the DM should be fun. Focus on the aspects you enjoy and downplay the rest. For example, if you don't like creating your own adventures, you can use published ones. You can also lean on the other players to help you with rules mastery and world-building.
The rules don’t account for every possible situation that might arise during a typical D&D session. For example, a player might want his or her character to hurl a brazier full of hot coals into a monster s face. How you determine the outcome of this action is up to you. You might tell the player to make a Strength check, while mentally setting the Difficulty Class (DC) at 15. If the Strength check is successful, you then determine how a face full of hot coals affects the monster. You might decide that it deals ld4 fire damage and imposes disadvantage on the monster's attack rolls until the end of its next turn. You roll the damage die (or let the player do it), and the game continues.
This book is organized in three parts. The first part helps you decide what kind of campaign you'd like to run. The second part helps you create the adventures— the stories—that will compose the campaign and keep the players entertained from one game session to the next. The last part helps you adjudicate the rules of the game and modify them to suit the style of your campaign.
All of this is just from the first 2 pages.Your world is more than just a backdrop for adventures. Like Middle Earth. Westeros, and countless other fantasy worlds out there, it’s a place to which you can escape and witness fantastic stories unfold. A well- designed and well-run world seems to flow around the adventurers, so that they feel part of something, instead of apart from it.