Saradoc wrote:
If it's your first time GM'ing, make sure to know some of the core rules to keep things accurate and flowing well:
1. DCs for saves vs. spells = 10 + the ability modifier + the level of the spell
2. CMB vs. CMD rules in combat
3. Read the whole Combat section thoroughly!!!
4. Understand movement rules thoroughly - newbie characters will try and do too much on their turn - remember pulling something out of a bag is a move action...etc.
5. Help your players think strategically - inform rogues about the importance of moving stealthy into the room in shadows and positionining themselves for sneak attacks, or getting themselves in flanking positions which allow their sneak attacks on each round they are flanked with another friend...Keep wizards in the back lobbing spells, not on the front line...you know - all the basic stuff.
6. Most of all, play for fun, not for rules! A long session should have something special for each character, an event or item or something that would mean something to particular characters - it makes them love the game and want to come back for more. I had a monk once who loved the whole Asian fighting/monk scene. In a home game, he was scouting down a hall by himself and was suddenly faced by another monk - an evil black-robed monk from a sect that he hated...I just threw it in there at the last minute, and he loved it.
All good points - your games sound like a hoot to play in! :)
To the original poster, one thing I would add is ..... don't sweat it too much. Read these message boards, follow the advice and then just jump in. Your players should be willing to cut you some slack while you learn the fine points of DM'ing, as long as they (and YOU) are having fun.
One other thing I'd advise: establish the rule that if something comes up during the game that your not sure of, don't slow the game down too much while you look it up. If you can't find the answer within a minute or so, make your best choice and move on with the game. Then, later when you are not under 'stress' and have plenty of time, take that extra time to find the answer so you know for the next time - this is how you really learn the game.
And when you have to make that 'seat of your pants' ruling, remember this All Important Rule: When All Else Fails, Roll A D20! Basically, assign some rough odds (say, 50/50 or whatever) and then roll. 1 -10 it worked, 11 - 20 it didn't ... and then get on with the game!
Hope that helps!