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I have recently found attendance at my FLGS expanding quickly, and I wasn't able to provide enough tables to meet demand. As a result, I'm currently in the process of "breaking in" a lot of new GMs (relatively speaking). Some of them have GMing experience in PF home games, some of them from 4e Encounters games, and some have never GMed before.
I'm wondering if anyone has any opinions on what might be some of the... "gentler" scenarios to begin with. I know some of the scenarios, but not lots, so I'm looking to draw on the expertise of the others.
What makes a scenario easier to GM? Well, personally, I think Tier 1-2 is a given - less rules for new GMs to have to know. Other than that, not a lot of complications to keep track of during the game. I am aware that not everyone will want their first time GMing to be relatively simplistic - but I don't want to get into that debate here.
Example of a good first-timer scenario: The Penumbral Accords
Example of a bad first-timer scenario: Murder on the Throaty Mermaid.
Thoughts?

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You have the right idea in Throaty Mermaid... it's a hard one for even and experienced GM to pick up and run
For new GMs I would stay within the 1-7 tier, with an empahsis on 1-5 until they get more comfortable. The higher tier you go, the more stuff the GM has to contend with on the NPC side .. and the more things the players are going to throw at them from the PC side.
I would also steer away from season 0 scenarios -- if you're having to throw someone in at the last moment some of the conversion on the fly can be a killer. If it's someone that has played 3.5 and pathfinder a lot then it can be easier but some of the rules conversions between the two editions can also be a killer.
If I was coordinating and trying to integrate new GMs, I would ask them what their previous GMing experience was as that would give me an idea of where to start with them
0-15 sessions (any edition) as a GM and I would start them off on something easy and give them as much time as I possibly could to prep.. one of the things that helped me the most when I first started GMing was having the time to look over the scenario and figure things out. Granted that wasn't how I really started as Doug threw me into the deep in of Origins, but I adapted quickly.
15-30 sessions (any edition) I would be more lenient on what they GMd.. more of a pick your own scenario situation, but if they haven't done a lot of pathfinder GMing I would try and steer them towards the middle of the road scenarios.
30+ I would think they had enough experience to pick what they wand and the difficulty level of the scenario.

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What gnome-face said. :)
Depends on their GMing experience and their experience with PFS in general.
Without GMing experience, you have to keep it really basic, with both combats and roleplaying (unless they have great storytelling skills). Some people will be naturals, some will never get it.
I think all GMs should have some PFS experience as a player first, so that they can adjudicate problems that come up, and know how to handle problems with faction missions.
Luckily we have a nice list of scenarios by tier.
PFS#1 Silent Tide 1«5: Combats are too easy, but a great for new GMs, fun.
PFS#2 The Hydra's Fang Incident 1«5: ??
PFS#3 Murder on the Silken Caravan 1«5: ??
PFS#4 Frozen Fingers of Midnight 1«5: ??
PFS#5 Mists of Mwangi 1«5: Converted and good.
PFS#6 Black Waters 1«5: ??
PFS#7 Among the Living 1«7: Not converted, but still basic and good.
PFS#8 Slave Pits of Absalom 1«5: ??
PFS#13 The Prince of Augustana 1«5: ??
PFS#14 The Many Fortunes of Grandmaster Torch 1«7: ??
PFS#17 Perils of the Pirate Pact 1«7: ??
PFS#23 Tide of Morning 1«5: Basic, short, and good.
PFS#24 Decline of Glory 1«7: Good for experienced GM, with little PFS experience.
Season One:
PFS#29 The Devil You Know, Part 1: Shipyard Rats 1«7: TPK potential, avoid imo.
PFS#30 The Devil You Know, Part 2: Cassomir's Locker 1«7: Basic scenario.
PFS#33 Assault on the Kingdom of the Impossible 1«5: Basic, fun, short.
PFS#35 Voice in the Void 1«7: Basic, fun.
PFS#39 The Citadel of Flame 1«5: Basic, fun.
PFS#43 The Pallid Plague 1«7: Meh, avoid.
PFS#45 Delerium's Tangle 1«5: Imo, avoid.
PFS#47 The Darkest Vengence 1«5: Although I LOVE this scenario, definitely avoid.
PFS#51 The City of Strangers, Part 1: The Shadow Gambit 1«7: Need PF experience to pull off, avoid.
PFS#52 The City of Strangers, Part 2: The Twofold Demise 1«7: Need PF experience to pull off, avoid.
PFS#55 The Infernal Vault 1«7: Basic, good, fun.
Season Two:
PFS2-1 Before the Dawn, Part 1: The Bloodcover Disguise 1«7: Moderate (needs some GMing experience), fun, good.
PFS2-2 Before the Dawn, Part 2: Rescue at Azlant Ridge 1«7: Needs xp to pull off. Avoid.
PFS2-13 Murder on the Throaty Mermaid 1«5: Avoid because of complexity and RP.
PFS2-15 Shades of Ice, Part 1: Written in Blood 1«5: Basic, fun, good.
PFS2-17 Shades of Ice, Part 2: Exiles of Winter 1«5: Moderate skills needed, fun, good.
PFS2-19 Shades of Ice, Part 3: Keep of the Huskarl King 1«5: Basic.
PFS2-21 The Dalsine Affair 1«7: Imo avoid because of you-know-what.
PFS2-23 Shadow's Last Stand, Part 1: At Shadow's Door 1«7: ??
PFS2-24 Shadow's Last Stand, Part 2: Web of Corruption 1«7: ??
PFS2-VC The Midnight Mauler 1«7: Basic.
Season Three:
PFS3-I1 First Steps, Part 1: In Service to Lore: Should be good, TPK potential in some reviews?
PFS3-I2 First Steps, Part 2: To Delve the Dungeon Deep 1: See above.
PFS3-I3 First Steps, Part 3: A Vision of Betrayal: See above.
PFS3-01 The Frostfur Captives 1«5: Good, but the scenario won't be excellent without prior GMing experience.
PFS3-02 Sewer Dragons of Absalom 3«7: Moderate-high, fun, good. Might want to avoid.
PFS3-05 Tide of Twilight 1«5: Reviews say some aspects (maps, NPCs) make this hard to GM.
PFS3-06 Song of the Sea Witch 3«7: ??
PFS3-07 Echoes of the Overwatched 1«5: ??
PFS3-08 Among the Gods 3«7: ??
PFS3-09 The Quest for Perfection, Part 1: The Edge of Heaven 1«5: Some reviews indicate it needs an experienced GM, although it's mostly combat.
PFS3-11 The Quest for Perfection, Part 2: On Hostile Waters 1«5: ??
PFS3-13 The Quest for Perfection, Part 3: Defenders of Nesting Swallow 1«5: My guess is you would need an experienced GM to run a village siege.
Sanctioned Modules:
PFS2-WG We Be Goblins! 1: Good, but an inexperienced GM won't make this scenario great, unless they have good storytelling skills.
My 2 cents.

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Great input guys. Jeff here is a few mods I like to stick to due to simplicity for both players and GMs. They are what I run for new players and what I would give new GMs to run.
PFS#4 Frozen Fingers of Midnight - Its pretty straight forward and the plot is easy enough to follow
PFS#7 Among the Living - Who doesn't love zombies? And beyond the high tier its pretty easy for a new GM to run. Also its fun to watch how the players handle the beginning of this.
PFS2-11 The penumbral accords - Easy map and easy to run. Frankly anything that involves the blakros museum can be run quickly and efficiently.
PFS#23 Tide of Morning - Simple but the maps can be a little much. I suggest the GM pre draws them if possible.
Beyond that the intro series is nice but have to all be played to properly get credit. I suggest to avoid The Many (mis)Fortunes of Grandmaster torch. While yes it is easy to run it doesn't make any sense and a newer GM can easily get flustered by players looking for a diplomatic solution to the mod.

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I am always finding new ways to break in new GM's and several scenario's tend to be easier on them.
#1 Silent Tide - It is a perfect adventure for new GM's and new players. I can't state how much I think this adventure is perfect for these roles. Suitable for level 1-5.
#6 Black Water - Some good RP before you get to the "dungeon" but still simple enough for a 1st time GM. Suitable for level 1-5.
#3-01 Frostfur Captives - I think this one is just plain fun. Suitable for level 1-5.
Intro 1: First Steps—Part I: In Service to Lore simple and only level 1 players can run it.
We Be Goblins - If costs or time is an issue this is perfect. PC's are playing goblins which does add a step of complexity but this module is simple a riot to play.

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Silent tide is a fine mod but I've always felt that the NPCs in that never really pose a real threat. With an attack of something like -2 d4-1 at the low tier its just kind of sad.
I understand the idea of not hurting the players a lot so they can really enjoy themselves but those NPCs are just sad. Challenge them not hand them the mod.

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Silent Tide is not about just threatening the players in combat. It is about getting them to understand what the idea of being a Pathfinder is about.
There is combat. There are puzzles of the mind and puzzles of the body. The final encounter can be very challenging depending on party approach. Is it a deadly scenario. I haven't heard of many death but it is a good lead into the world that is Pathfinder Society. This all can be done under the feeling of a time being critical.
If ran correctly this one can be a fan favorite. Until 2-01 and 2-02 were released I would say I run this scenario was my bread and butter scenario.

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All of the First Steps are good adventures for new GMs. I also agree that Penumbral Accords is easy to run - the encounters are pretty straightforward and self-contained. The adventure is interesting and fun, but not too complex.
Frostfur Captives is fun, but new GMs may have a hard time managing the Goblin captives as well as the main action (it's not difficult, but it is an extra thing to think about).
If it is absolutely necessary to put a new GM on a higher tier table - Wonders of the Weave Part 1 (Dog Pharaoh's Tomb) and Part 2 (Snakes in the Fold) are also fairly straightforward dungeon crawl adventures, however the GM would have to deal with PCs with more abilities. This shouldn't be too much of a problem if the GM already has experience as a player and the PCs fall in the lower end of the tier however.

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My favorites for first-time GM's:
Silent Tide
Frozen Fingers of Midnight
Mists of Mwangi
Tide of Morning
The Devil We Know, Part 1: Shipyard Rats
The Infernal Vault
The Penumbral Accords
The Frostfur Captives
Quest For Perfection, Part 1: The Edge of Heaven
First Steps, Part 1: In Service to Lore
First Steps, Part 2: To Delve the Dungeon Deep
First Steps, Part 3: A Vision of Betrayal

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My recommendations for a good scenario for a person stepping onto the other side of the GM-screen depends on the person's strengths. If that person's already an experienced player, he or she doesn't need anything extra to role-play monsters and NPCs. If he or she has already built a complicated class, such as those out of the APG, then I'm not too worried about how that person will handle combat.
Simple combats, strong role-playing
Devil we Know II: Cassomir's Locker (with the corrections)
City of Strangers I and II
Simple role-playing, easy-to-follow plot
Citadel of Flame
Shadow's Last Stand I
Tide of Twilight
--
Something else I recommend: the GM-to-be co-GM with an experienced mentor once or twice. Discuss the adventure ahead of time. Prep together. Have one person run the bad guys in combat, and the other be the impartial judge. Trade off role-playing NPCs.

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The infernal vaults is my favorite first time GM scenario. I have all of my new GM's read through and run it.
It has alot of combat options at all tiers, and the ability to talk yourself out of them.
It has all the makings of good faction missions that are easy to understand, GM clues and hints in certain places, a very linear but not railroaded plot...I think it is one of the best written beginner scenario's out there for new GM's to prep.
I cannot sing it's praises any higher in this regard. Espically at tier 3-4.

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Having only recently stepped up to GMing for PFS (have ran the 3.5 AP Savage Tides.) I recently ran God's Market Gamble (GMG), Tides of Twilight and Echoes of the Overwatched at a con and IMHO GMG was the one I had the most fun with.
However in terms of a new GM running games, I recommend Tides of Twilight
its straight forward and runs well with only a little bit of prep work.
Just my 2cp

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My favorites for first-time GM's:
Silent Tide
Frozen Fingers of Midnight
Mists of Mwangi
Tide of Morning
The Devil We Know, Part 1: Shipyard Rats
The Infernal Vault
The Penumbral Accords
The Frostfur Captives
Quest For Perfection, Part 1: The Edge of Heaven
First Steps, Part 1: In Service to Lore
First Steps, Part 2: To Delve the Dungeon Deep
First Steps, Part 3: A Vision of Betrayal
This is exactly what I was looking for. As soon as I saw Mists of Mwangi, I knew we're thinking along the same lines. I've never GM'd before and I have an idea of the type of scenario I would think shouldn't be too hard to GM as a newbie.