This is all great stuff! I knew I would find good advice and examples from you all--truly the BEST!
Keep posting with new things as they come to mind. I love hearing the myriads of ideas and experiences out there. Thanks to all!
Now...here are another few questions to ponder, if you are willing to indulge me more...
--I used an old published adventure for the start of a campagin. In it, the PCs were to gain passage across the river on the edge of town by simply haggling a price with one of the fishermen for him to ferry them across and then watch for a signle fire to come pick them up. (It is also a very large group, about 9-11 players, FYI) By the time they all agreed to cross the river, it was evening. They (led by a vocal few) decided to cross that night and would need to STEAL a boat to get across. One player even suggested this was nuts and just to get some rest and venture out in the morning. So I logically concluded that the fishermen were probably done working for the day, and that the city watch was on patrol of the village. The PCs encountered the watch at the docks. Instead of backing down, the leaders of the group initiated combat where the group ended up knocking the two guards out, stealing a boat, making the other side, and then setting the boat and the two unconscious guards adrift! Could I have played this out in a different way as to "guide" the players to a much more logical and less complicated way of doing things? Or should I just continue to make things up regardless if they "work?"
--When you all "plan" (I say with tounge in cheek) your adventures/encounters/campaigns/sessions, how much detail do you plan out? Do you try to account for multiple outcomes based on player decisions? Or do you plan one path and simply hold a "plan B" or a box of random creatures/encounters (as farewell2kings and Heathansson have suggested) in reserve for the unplanned choice(s)?
--How many of you like to do what Steve Greer has done with his STAP and host a blog/messageboard thread that chronicles the campaign sessions as they are played and allows the PCs to post responses that give character perspectives on the events taking place, specific encounters, or just additional insight into their background/psyche? If you do this or something similar, or just provide summaries of previous sessions at the start of the next, how do you keep track of details of combat encounters or role-playing encounters while simultaneously keep the game moving juggling initiative, secret rolls, judicating PC movement/actions, and making decisions for NPCs? Do you have any organizational tips and tricks for this dimension of the DMs role?
--I've seen and heard a lot about a point buy system for generating characters. Could someone provide a small explanation of this process and its benefits? I've read most of the thread that recently came up regarding the pros vs. cons of this system (It was started by Saern this weekend), but everyone there seems to already know how the system works. I apologize for my laziness in not researching more, but I figured this was a little quicker for just wanting a brief explanation of the system.
Thank you all again for your willingness to indulge me on these matters of finesse. I know it sounds like I'm a little OC about all this, but in reality my experience with the game is limited and distant. My first encounter with the game was in college, and I only played it for a few sessions. I loved the game and its store-telling component, but I was a little more dedicated to academics at the time (and the opposite sex, if you know what I mean *wink, wink*). It has only been recently, the past year, that I have picked up the spark as it were. I was quickly thrust to the role of DM, mainly becuase the other players were younger than me and wanted to take a break themselves from the role and just be players for a while.
Anyway, sorry for the anecdote. Cheers!