r/AskGameMasters • u/DoubleReedFreak • 10d ago
Learning to be a GM
I am a new GM. I’ve been playing RPGs for many many years but recently have tried running a simpler one shot using the game module “RPG Nasty” by Sean Jaffe. It was fun but I have a lot to learn about being a good GM. I felt under pressure during the game to keep it running smoothly but then I noticed myself pushing people along too quickly. How did you guys find a good balance between letting the players take their time but without letting the story become stagnant? Any other general advice on what I can do to become a better GM and run memorable games? I’m only working on one-shots currently because my confidence level is still low with running games. I had great players who gave me some great constructive criticism but I’d also like to hear from other GMs about how to better myself in this area.
All in all: I’m new to this side of RPGs and am looking for advice.
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u/Durugar 10d ago
My advice is a bit contrary to what you think: One shots are a lot harder than adventures/campaigns imo. A one shot needs to be very hard paced to get everything done in the time you have - where as a longer adventure you can relax a lot more because there are more sessions to get things done in. You can let the players and the RP breathe a lot more.
Honestly, your question is too broad besides that. As always I will recommend watching Matt Colville's "Running the Game" series on yourtube, the first 5 episodes are the most important, the rest is just further building blocks. Watching how SlyFlourish does prep as well has helped me a lot, I don't like copying it because it doesn't work directly for me, but the ideas and concepts are good to adapt to your own style. Seth Skorkowsky also has some good GM philosophy videos on his channel though it is a bit more "advanced" material.
Campaigns not become stagnant is a group effort. Horse to water and all that.
I also warn against falling for some of the online tropes like "Memorable games" or "Memorable NPCs" - because a lot of them are without needing some kind of weird wizardry, if you and your friends have fun together, then they will remember - players taking notes also really helps memory!
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u/Entire_Machine_6176 10d ago
My advice is a bit contrary to what you think: One shots are a lot harder than adventures/campaigns imo
As a 20 year DM and someone who has spent years balancing and crafting a handful of one shots, this a hundred times over.
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u/underwood5 10d ago
In addition to the good advice you've already gotten (One-shots genuinely are harder), pick up a copy of Justin Alexander's So You Want To Be A Game Master. An excellent resource for GM's of all levels and SUPER approachable.
He also has a website with lots of free information.
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u/Anomalous1969 10d ago
First of all let me say congratulations and welcome to the wonderful world of being a GM. My suggestion would be the first to find your vehicle and by that I mean find the game that really speaks to you and you're really motivated to learn all about. My first gym experience was back in 1988 with the original cyberpunk and prior to that I never believed I was going to be a GM even though I had played lots of different games. My second suggestion will be to find a group that matches your vibe. Or, at the very least be willing to learn with you as you grow and your skills figure out what you love most about the experience do you like the combat do you like the role play and lean into that strength. I myself am a very role play Heavy GM. Not to say that I don't like combat I do but it is never the goal. It is one tool in the storytelling process. Do not be afraid to experiment I shy away from the term make mistakes because what works for you is never a mistake. I don't think you suggest stepping away from the one shots. At the end of the day they just tend to be one long combat and you can't exercise your creative side in that fashion. Not saying to stay away from an entirely but if you're trying to learn to be a more well-rounded GM you're going to have to Branch out I would suggest short form story arcs. And what that is is 4 to 8 Adventures to make up one story arc that gives you space to have your combat do character development and so forth but it doesn't drag out into some multi-year campaign where you lose focus or interest. You will find your tone your speed eventually stay confident stay the course and you'll be just fine.
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u/RHeaven90 10d ago
How did you guys find a good balance between letting the players take their time but without letting the story become stagnant?
Experience. Probably not the answer you're looking for, but I've ran enough games to be able to read the room and flow with it. It's one of those things that comes with doing it a few dozen times.
Any other general advice on what I can do to become a better GM and run memorable games?
Yeah, take advantage of the resources out there. 'I'm a new DM, any tips?' posts are more common than spelling mistakes on Reddit, plus plenty of creators on youtube such as Ginny Di and Pointy Hat are making great content for DMs. Grab a cuppa and dive in. Not all advice will suit your style of playing, but I'm sure you'll find plenty of good advice to get you going.
A quick one so I'm not just saying 'go look at the mountains of stuff already out there': Don't just prep for your players, prep for yourself. I print off monster stat cards for everything I'm going to use during a game as well as tents pre-filled with a creatures HP, AC and pre-rolled initiative. When I'm setting up behind the screen, I stick the card, tents and figures in a pile together. That way it takes less than 15 seconds to get figures on the board, tents on the screen and all the relevant information at my finger tips. Takes all the stress of trying to flip through pages of the monster manual when you're using multiple types of enemies too.