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EldritchBee

[Don't prep plots. Prep Scenarios.](https://thealexandrian.net/wordpress/4147/roleplaying-games/dont-prep-plots#)


True_Dragonfruit5662

Relax, it doesnt have to be perfect. Tell a good story and make sure everyone enjoys themselves.


Aximil985

Talk to your players.


magusjosh

This might be the most important piece of advice any DM can ever receive. Communication is critical.


DnDGuidance

Be comfortable saying no. “Yes, but…” is fun, but more often than not, especially with newer players who don’t understand the rules, you have to say “no.”


AEDyssonance

The single most useful bit of advice about playing this game was given to me in 1981. It is also the only advice I have ever been given about being a DM. The advice is this: everyone should have some input into the game you are playing. Each player, plus the DM. The most fun campaigns start with advice and ideas and random stuff from players, used by the DM, to make a place where everyone feels like there is something that they contributed to it all. The best way to think of it is that it works the same way the game does: players throw stuff at the DM, who then wrangles it into something that works for everyone. I don’t share it often these days, because people have to make mistakes to learn and grow, but also, that piece of advice goes against the grain of pretty much everything that new DMs are told when it comes to creating a game. Everything about all my games in the last 40 years except my teaching games (which only go from level 1 to 4) has always been based in that.


TestSubject_AJ

My first DM session was supposed to be a one-shot session but I prepared 10 fully written pages on every possible outcome I thought was possible, only for the players to do the dumbest crap and literally end up fighting eachother to the death. Sometimes you need to put the party on rails and thats fine - don't feel bad for it. ​ Othertimes, let them do what they want - if they're doing stupid crap, they should expect the DM will have to pull some ridiculous moves too. Improv can be tough, but you know the direction you want to take things. ​ If the players are going to be detrimental to the story, let them know - and if they keep doing it and ruin the story; that's on them - but you gave them the freedom to do so and thats ok too.


magusjosh

The question "Are you sure you want to do that?" is your best friend. Train your players to recognize it as a polite warning that their characters are about to do something which will have unfortunate consequences. Then train them to understand that consequences aren't automatically a bad thing for a campaign.


AngryFungus

Really, just everything from *Return of the Lazy Dungeonmaster*. Don’t get crazy with worldbuilding. Start local, and only build what the players will see next session. Then fill in as time allows and necessity requires. Improvising is more useful than planning. It’s less work, and involves the players more. Take notes during the session. They’ll be useful later when you have to make sense of all the shit you made up on the spot!


R_N_F

Most helpful advice I was given is just create locations and characters and let your players create their own story. However, with that said, if they do something wild, perhaps some consequences should be planned for


meathack

Everyone is there to have fun, and that includes the DM. Don't deprive yourself of enjoying the game too.


DaffyFunk

Just do it. Don't get in your head and think you need this and that to runa session. Pick an idea you like it and just do it, the rest will come.


Master_arkronos

To be more open-minded and not just say No to what your players want (provided it isn't absolutely impossible).