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If you have access to the GM screen it is pretty amazing for how much info it covers.
If you coming from 1e I would watch out for:
* Flat footed is a penalty on the enemy's AC, not a bonus to attack
* Attack of opportunity is rare on creatures and often appears on "boss" type enemies
* Things with the "Attack" trait take the multiple attack penalty
* Maneuvers are a lot easier to pull off than 1e with athletics checks vs. enemy's reflex or fortitude DCs (10 + their save)
* Initiative is rolled when there is an intent to start a conflict. No surprise round. If you want to shoot a bandit with an arrow from hiding, you need to roll initiative before you do. You can grant circumstance bonuses to initiative for well executed ambushes.
* Get familiar with how Hide, Sneak, and the different levels of awareness play out.
* readying an action costs two actions. you use the readied action as a reaction when the trigger occurs.
* at the start of your turn you can delay and be put back into the initiative at the end of another creature's turn.
* you can't go below 0 hp. get familiar with how the dying condition and recovery rolls play out.
* Remember all the basic actions available to you and your players. It's very easy to get into the mindset of "attack attack attack" but you have things like aid, demoralize, take cover, raise shield, seek, feint, tumble through, etc. sometimes that -10 or -8 attack just ain't worth it.
* Establish a party order for exploration mode and scenes where time matters, but you're not in an encounter. In an IRL game, going around the table should work fine.
* Remember the exploration tactics available to the players. some are pretty important like defend, or scout. what you're doing in exploration mode determines what you roll for initiative if an encounter starts.
* Remember that certain skill actions are gated behind being trained in the skill.
* Get familiar with how persistent damage and flat checks work. Characters can help douse flames, or patch up bleeding, or clean the burning acid off which reduces the DC of the flat check, and can even grant the character additional checks to end the damage.
* 10 minute activities like treat wounds and refocus will probably come up a lot. you should probably expect PCs to walk into every encounter with full hp and focus unless they're really pushed on time.
* a lot of monsters have "grab" or "knockdown" and other maneuver type things included with their melee attacks (usually they have to spend an action after a successful hit to auto succeed on the maneuver)
* the four degrees of success matter with almost everything. critically failing a save against a spell can mean double damage. make sure you check for the +10 and -10 on results. (this might feel annoying at first, but you should get a feel for when you should check for plus or minus 10)
* there are no critical confirms.
* critical hits double all the damage except from sources that are triggered from crits, like deadly.
so far one of the most fun aspects I've noticed from the GM side is that it's a lot easier to move the difficulty slider without risking breaking the entire game and killing all the PCs. player characters can't be instakilled (for the most part) so you can push them quite hard and really ramp up the action and drama, but they still have a chance to push back, or make it out of really bad situations alive.
good luck have fun!