How to organize back-up GMs


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How to organize back-up GMs

Someone did ask me this question in the proposed rule discussion area. I will try to give you here my very personal view. If it helps to avoid some 7 player tables - great.There are more experienced organizers as me out there. Please feel free to add your suggestions. 

The convention I have organized is pretty unusual in some respects. It is a single day convention. It is in London - so very central. Doors open at 10:00 and play officially stops at 18:00. There is no pre-registration. You sign up once you are in. Pre-registration therefore is even frowned upon as it gives you an unfair advantage.

Last year we had our own sign-up as a concession which helps a lot. Flexibility is a key as you have no good idea how many players will show up.

The first step is knowing your GMs and find out what drives them. I classify them in different groups. It is an oversimplification - every GM is unique - but it hopefully better gives you some ideas you can use for your place.

Let's start with group 1 - the unexperienced GMs, reluctant GMs, GMs that prefer to play, players that have GM experience but haven't GMed for PFS. Try to get as many of these as possible. Give them preferred treatment which scenario they like to run. Try to entice them to GM one slot and play one. Free entrance to the CON is a good incentive. Stress the GM credit. Give them preferred mustering for their gaming slot. If they really feel unsure try to convince them to at least prepare and act as backup. Luckily I even get free entrance for my backup.

Group I is very important to boost the numbers. Should you really not get enough players then some of these GMs are probably not upset if they 'need to play' last minute instead. These are also your potential group II GMs for next year.

Group II are the standard GMs. Try to get as many of them. Get them to sign up for two slots. Have them to deal with the higher tier (5-9) or new scenarios. This group is more likely to eat a scenario. They are your backbone.

Group III are the veteran GMs. Mostly two star GMs and better. They tend to be keen to GM. Try to enlist them for 1 slot as GM and for one as player. They are sometimes reluctant players but tend to have characters of any level thanks to GM credit and could help you to fill the fourth slot for a higher level tier.
Give them the highest tier on offer. You might wonder why I try not to fully book these GMs and rather push more Group I GMs - after all these are likely the once most easily convinced to GM as much as possible.
There are two reasons - Group I GMs are your future. Give them preferred treatment. In addition group III are also GMs whom to go to sitting 5 minutes at a table as player and ask for help if suddenly five more unannounced players show up. They are most likely to sacrifice their player slot on a moments notice and might even thank you. And they know enough scenarios to GM one on the spot - whatever tier.

And if anything really, really goes wrong then there is still the coordinator. Book in yourself last. This way I was able to GM a slot five minutes after mustering when a group showed up in the morning and I just joined a table that wasn't full in the afternoon half way through the introduction.

So in summary - try to get as much new blood as possible. You can only have spare GMs if you manage to have a total surplus. Group I GMs need the most pushing. Start with it early - they want to have early warning.
Rather discourage group III GMs and instead keep them in reserve if possible.

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