To expand on what Aloriel said:
Aloriel wrote:
1) Avoid locker room style talk. I know a large number of women that are put off by discussions of male parts, references to male parts, "is she hot?" type comments, or slang references to female parts (calling people a "c**t", or talking about "t*ts and a**").
There is a general impression that all D&D (Pathfinder still isn't as well known to non-gamers) play sessions will include someone who is like Cheeto guy from the skit. "Roll the dice to see if I'm getting drunk! Are there any girls in the tavern? If there are any girls I'm totally gonna do them!" I've never been in a non-PFS game that breaks down to that level of conduct between adventures and there really isn't time in a PFS session to go party at the tavern. Yes, a few bawdy jokes will be told - by both men and women - in some PFS sessions, but the idea that RPGs are solely for people with no sex life to have an imaginary sex life is not true for most RPGers. The world must be told this.
Aloriel wrote:
3) Avoid hitting on us. We're here to game, not to find a romantic partner. If, after several sessions of the game, you suggest getting a cup of coffee or going out to a bar (assuming that we're of age and all that)... that would be FAR more welcome. Get to know us first. Also, pay attention to rings on fingers. Married women don't want to date (generally speaking), and neither do lesbians.
This can be a genuine problem, but on the other side of the coin there are going to be some women who interpret any attempt to be friendly or helpful as hitting on them. Women must be informed that sometimes the guy who is telling you about his character just likes to talk about his character.
Additional ideas:
1 - According to GM 101, the GM has final say in what happens at their table including the right to tell people to leave. Use it. If the conversation gets overly crass then tell them to tone it down or leave. Players start being rude to or intimidating other players, tell them to cut it out or leave.
2 - Go round robin if you need to. It's supposed to be a group game. One thing I hate is when I'm at a table where one or two people assume leadership rolls and just blurt out what the group is doing without letting anyone else talk. From time to time the GM just has to go around the table asking, "What are you doing?" to each player. "What are you doing while he ____?" is a better phrasing to allow players to know that they don't have to just follow one person's lead. If you feel round robin will slow the game down then occasionally ask, "Is ANYONE ELSE doing anything?" with emphasis to hint that one or two people have been dominating the game for too long.
3 - Steer new players toward easier to play classes. The spell lists, being spread throughout multiple books, make it harder for someone not familiar with the game to build a good caster, so they either have to put up with trying to track down what spells they want or build a "bad" character and you risk other players criticizing them. Low-level fighter class characters and rogues are fairly easy to play rules-wise.
4 - Along a similar vein, prep extra references for the iconic characters. Print out spells (or at least have book and page number available) for the casters. Any class feature or feat that isn't figured into the character stats should be spelled out as well (I think they have done this already on some of the iconic sheets). Droogami doesn't have any stats listed on Lini's sheet - print something out for him. Basically, anything that isn't going to be obvious to a new player should be made available for them.
5 - Run a CRB only session. More experienced players may not like this, but for a new player creating their first character a lot of the intimidation from veterans will be cut down if they are "handicapped" in their build. Check out the scenario to make sure going CRB only isn't going to be too limiting for success before going this route.
6 - Punish the group and blame it on a jerk. True story, I was running a scenario with a new player who was playing a bard - the scenario had a part where, in order to gain help from a local tribe, a performance check would have to be done (the tribe liked story-tellers). Perfect, the spot light can shine on the new player and they will feel included. That part of the scenario came up and, as everyone turns to the bard and tells her she's on, one of the self-elected leaders of the group blurts out, "and I assist," and rolls a die. I gave the bard a -4 to their check and said it was because the other player's interruptions kept distracting the audience. I did wait until the bard rolled and I noted that their roll was a high one, so the penalty wasn't going to hurt them before saying this.
7 - Talk to your trouble makers. Before the game if you notice you have several newer players and one or two veterans who like to dominate the game then take the veterans aside before you start and let them know that you'd like the newbs to have a chance to play.