Hey everyone. I know that this isn't the first person who has screamed "I'M NEW TO GMing HELP!" but I thought that maybe I could get a little specific advice.
I'm not new to 3.5. I played in high school with some friends. But I haven't picked up the game for years and only got back into it as a friend of mine was interested in starting a game. As I was the only one with any experience at all in the game, I became the GM. Now before I know it there are four other guys, mid-20's, who have never played before, all in my party.
I bought the core rulebook, advanced player guide, bestiary, and have pulled some stuff off this site to boot.
So here we go...
Seeing as how I am a dental student and strapped for cash, I decided against buying any more than I did. Which meant building a world from scratch. In short, here's what I've thought up.
The characters meet in a city about to hold a series of tests for the "olympics." The olympics are overseen by the officiator, who is the equivalent of the liason between the three main countries on the continent, who don't particularly like each other. Whichever country wins the olympics wins honor for his country, and holds a certain amount of political persuasion over the officiator.
So here's my problem.
Having met twice and had a great time gaming, it has come to my attention just how easily and quickly the players can do things that I didn't plan for. The first time actually ended up being a more or less good thing, as I had to improv two new NPCs on the fly, and one of them I've decided to make a recurring character. But I'm not so certain that my improvization skills will be up to the task to doing this repeatedly. So maybe this is a difficult question, but what do you do when your players decide to push forward, when you want them to turn around and head the other direction?
Problem number two.
As a result of creating my own adventure, I've taken upon myself the job of creating an entire world, complete with cities, various political interests, stereotypes, animosities, allies, and at least two major continents. Not to mention a main story arc that will bring in as many of these things over the course of the stroy as possible.
In other words, DAUNTING.
So any advice on creating a whole new world? How much detail do I do ahead of time and how much do I just do on the fly for simplicity? How much do I attempt to control my players decisions without infringing upon the freedom of the game (which makes it so very fun)? Any other general advice for a new GMer would be appreciated too. Thanks guys!!