First-Time GM


Gamer Life General Discussion

Scarab Sages

Hey everyone,
Can anyone offer some tips and advice to a first time GM? I'll be running my very first Pathfinder module once my hubby finishes up the current one that we are playing. I'm really excited, but really nervous because I have no idea what I'm doing.


Nayners wrote:

Hey everyone,

Can anyone offer some tips and advice to a first time GM? I'll be running my very first Pathfinder module once my hubby finishes up the current one that we are playing. I'm really excited, but really nervous because I have no idea what I'm doing.

Welcome to a rewarding, challenging, sometimes frustrating facet of the game! Here's a couple of pointers off the top of my head. I'm making the assumption that your players will be accommodating and aren't jerks.

#1 Learn the rules.
#2 Learn the rules.
#3 Walk before you run: keep your first adventures simple.
#4 If you're running a pre-written module, study it and make sure you know it well.
#5 Try not to get flustered during the session. DMs have a lot to keep track of, and it can seem overwhelming at times. If necessary, have your players help you out (keeping track of initiative, etc.)

There's a lot more I could add, but the other people on this forum have great ideas too.

Zo


Good luck on your first adventure,
DM'ing is a fun, hectic, rewarding,
and frustrating experience, but if you
like telling stories and watching as your
players develop, then its well worth the time
and effort.
Here's what I've got:

-You're going to make mistakes, admit them when you do and move on. Don't be afraid to make them.

-Be up front with your players. I find that players trust in you is important (IMHO), your players will most likely want to feel like you're being fair with them (regardless if you are or not).

-Cheat. Just kidding, but one thing is to let your style of DM'ing evolve naturally. Some DMs let the dice fall where they may, others protect the pcs more. Figure out how you like to DM, never let them know. I find that players who have no clue as to how you DM can make it exciting for them, as some people (like me) enjoy things more when they can't predict the outcomes and fear for their characters health.

-DM'ing is like most other arts, it takes time, an open mind (flexibility), creativity, spontinaity, and showmanship...among other things.

-Figure out how your players like to play; cater to them or not, thats up to you, but their enjoyment is usually tied in with your enjoyment.

Thats all I got...for the most part :)

Dark Archive

Nayners wrote:

Hey everyone,

Can anyone offer some tips and advice to a first time GM? I'll be running my very first Pathfinder module once my hubby finishes up the current one that we are playing. I'm really excited, but really nervous because I have no idea what I'm doing.

Best lesson I ever learned;

"Never say no, always say try"

Learning to not say no, is alot harder than it sounds.


VagrantWhisper wrote:
Nayners wrote:

Hey everyone,

Can anyone offer some tips and advice to a first time GM? I'll be running my very first Pathfinder module once my hubby finishes up the current one that we are playing. I'm really excited, but really nervous because I have no idea what I'm doing.

Best lesson I ever learned;

"Never say no, always say try"

Learning to not say no, is alot harder than it sounds.

This is good advice as well, if not one of the most important ones.

The Exchange RPG Superstar 2010 Top 16

If everybody's having fun, you're doing it right. All else is commentary.

Figure out what different players think is cool and fun. Maybe one of your players lights to test his character's mettle in battle against tough foes. Maybe somebody else likes to unravel puzzles.

Then procede to give them those favored experiences. (Diplomatic conundrums don't just fall into your lap.)


Welcome to posting on the Paizo messageboards.

If it's a Paizo module, there may be threads about it somewhere that you can read for other people's thoughts/discussions about the module. (If it is actually a copy of Pathfinder, then there will be at least one GM reference thread for it on the appropriate forum, in fact.)

Have a notepad handy when you read through the module, to jot thoughts down, as you read through it. (Unless you own the module and are happy to write in the margins...)

A notepad is invaluable during the game, to keep track of initiative and monster hit points, and any other important stuff, such as what rewards NPCs have promised.

Everyone makes mistakes. So long as everyone, you included, is having fun though, they aren't so problematic. Some GMs like to review how a session went after it finishes with their players.

Good luck. :)


First, be mindful of what is known as "Rule 0".

Basically, whatever you rule is final, and if you feel you need to break or bend a rule for whatever reason, then it's within your rights.

However, while you are still learning-the-ropes, I would advise that you resist using Rule 0 as much as possible. Your players will understand that you're new to the job, and even if some more-frequent-than-normal rules lookups are needed, such clarifications will ultimately help you grow in skill and knowledge. (In fact, you might even mention that to any players who keep chirping "use Rule 0" every few minutes.)

Second, be mindful of the "DM's Secret Tool": +2/-2

Essentially, one of the easiest ways to determine things like DCs is to apply +2 or -2 adjustments for each favorable or unfavorable circumstance that is affecting the situation.

Third, listen to your players' metagame discussions.

At my table, I early-on fostered a reputation for devious monsters tactics and plot twists. (This was kind of a necessity so they'd stop thinking they could solve every problem by kicking-in-the-door.) Within a short time, I ended up with a suitably paranoid group of players who would actually think about and discuss problems and speculate on what was really going on. You'd be surprised at how many good ideas you can skim from such paranoid conversations. Add them to your play-book for later on in the campaign or as seeds for a new adventure! :D

Fourth, Sparta-kick anyone using their laptop or cell during gameplay for anything other than game-related purposes (i.e. combat rules, spell descriptions, etc). Seriously, that's just disrespectful to you and invariably ends up distracting others when someone starts asking, "Hey, have you seen what the latest Gundam models look like?" >.>

Fifth, since you've got a bit of time until your husband's campaign concludes, perhaps you could start getting your feet wet by running NPCs in combat for him or calculating DCs on your own and comparing them to what he comes up with (and why).

Lastly, I'd strongly recommend running a published adventure for your first turn in The Big Chair.

One of the players in my group is currently in the midst of his first time DMing and he was having a really tough time with anything other than combat. After a few weeks of that, myself and some others talked about it, conferred with newbie DM and got him to start running one of Paizo's Pathfinder modules. (Crypt of the Everflame would be an ideal learning adventure for a new DM.)

Now he's doing much better as he can actually see how an adventure is put together, NPCs fit into a larger story, and the rate at which characters should be advancing relative to the plot, etc. It's made a big difference in both his enjoyment and ours. He's even admitted that he's learned a lot just by reading thru some modules.

Have fun, and let us know how it goes!

Scarab Sages

Thanks for all the advice guys, I'm pretty excited. I'm actually going to be running the Carrion Hill module because it sounds really BA. It has shipped, so hopefully I'll get it soon so I can study it. The only post I could find on it so far (granted I haven't looked very hard yet) was someone who asked if anyone else had ever run the campaign and wanted a review on it. No one responded. I'll definitely take everyone's advice into account, all good stuff. I can't wait! Thankfully all the players are my friends, so I don't think they'll be TOO hard on me:D At least...I hope not.


Nayners wrote:
Thanks for all the advice guys, I'm pretty excited. I'm actually going to be running the Carrion Hill module because it sounds really BA. It has shipped, so hopefully I'll get it soon so I can study it. The only post I could find on it so far (granted I haven't looked very hard yet) was someone who asked if anyone else had ever run the campaign and wanted a review on it. No one responded. I'll definitely take everyone's advice into account, all good stuff. I can't wait! Thankfully all the players are my friends, so I don't think they'll be TOO hard on me:D At least...I hope not.

Nice :)

Hope it goes well for you, let us know
how it goes. Definitely ask your friends
for feedback too.


While I'm not familiar with Carrion Hill in particular, I will offer a bit of advice on modules in general.

Not only should you read through it multiple times till you what, where, and how, but look for places where the players can break from the flow of the module and make notes on how to deal with it when they do (because at some point they will).

In fact make notes on anything that may stump the party (ex. doors that require a class ability that no one in the party has to open) and how you want to handle them.

Modules are great, but they don't take every possible player choice into account. Your knowledge of your group is what you need to really add to the module to make it complete and run well.

Know the module, know your group, make notes on fitting the two together.

Things will still come up you hadn't planned for, but don't let it get to you. Just roll with it and keep the fun moving.


I think a lot of good points were hit already, so I'll just add:

-have a drink handy. Speaking to your group can cause dry-mouth, just like public speaking. Even though it is likely friends, it is a transition to get used to.

- be familiar with some method of tracking initiative. Very important to keep combats moving along, is to know who's up next. Also, have minis ready(if you use them) and pages in the monster book marked. Anything you can do to prep for combat ahead of time will keep things moving.

-keep the game moving. If you hit a lag, have the players roll perception or some other check, even if you give them no results. Roll a dice occasionally behind the screen to keep them guessing. If you notice lagging attention, drop a wandering monster on them, even if it is easy to beat.

-don't argue rules at the table, make a ruling(after quick player input if you wish), then move along. You can research the rule later.

-have fun! most important rule, but often forgotten.


For initiative and effects tracking, I'd recommend a couple of small whiteboards.

Put one of the players in charge of tracking that stuff. You'll have enough to do and it all helps keep things moving along. Our home group has a communal approach to helping keep things moving. Someone maps, someone notes loot, someone runs the init/effects board.

It works out well. There's much less wandering off and losing focus and it makes your life a whole lot easier as well.


One thing I still find useful, after 20+ years of DM-ing:

If my players do something unexpected and I do not know how to react, I say I have to go to the toilet, and then go. It gives me about 5 minutes to think about the situation without everyone talking to me so that I cannot hear myself think. Usually that is enough time to come up with an idea how to continue.

I hope you have fun. Carrion hill is a great adventure. I like it a lot. Make it really creepy. I think there are some tips somewhere on the forum on how to create a horror atmosphere. If you manage that, the players will probably not bother about the rules at all :-)

Good luck with the adventure.


I just read a good blog article concerning first-time DMs that made me recall this thread. Here's the link in-case it would be of any help to you:

Beyond the Module

Scarab Sages

I will definitely keep everyone posted on how it goes, I'm starting it next week, we just finished the book in the adventure path that my hubby is running us through. I really liked that article and I really appreciate all the advice, I'm still super nervous, but I just have to remind myself that there's a learning curve for everything. I like the idea of the players helping keep track of things, we kind of do that now, which is nice. The whole thing is kind of intimidating to me, but I think once I get the hang of it, it'll be fun.

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