
crthesis |

So, I'm fairly new when it comes to the concept of PFS GM'ing. I've played a fair share of scenarios as characters, but I've begun to feel the desire to try my hand at running a scenario or two as well.
The scenario I was looking to run was #5-08: The Confirmation.
The means for running it would most likely be Play-by-Post given my schedule and availability.
I was hoping to tap into the collective here and maybe get some pointers?

Rob Duncan |
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Crthesis,
First, welcome to the world of GMing!
I don't want to discourage you from jumping right in, but I have found that the best place to start GMing is face-to-face.
I usually urge new GMs to buy a beginner's box and run through it with real live people. It really helps to be able to look over the material together and learn from reactions, timing, etc.
Second, I would watch the very excellent Chris Perkins videos when he runs D&D for the writers or Robot Chicken. It's on Youtube and very informative not for game mechanics, but for the concept of GM as storyteller.
Next, I like to suggest the following (whether PbP, virtual tabletop or in person):
I have a couple things that I like to do:
1) Read the scenario several times and print it off.
2) On an index card, make a list of key "points" that happen in the scenario so you can keep track of the plot.
3) Draw out your maps ahead of time. I have three blank Paizo flip mats and use wet erase markers to have my maps made.
Chris Perkins has excellent articles on maps:
http://www.wizards.com/dnd/article.aspx?x=dnd/4dmxp/20120209
4) Go through the printed scenario and highlight your skill checks, traps, etc. I like to make notes of NPCS who are friendly in green highlighter and enemies in pink highlighter.
5) Print off all your monsters and NPCS. If your NPCs interact with the players, try to come up with a voice acting plan for them. It can be simple like: Surly dwarf, sounds like Captain Haddock from Tintin (etc.)
6) Print off all of your spells with a Spell Card Generator:
http://www.thegm.org/perramsSpellbook.php
7) Print off all your feats and abilities that may be used.
8) Make sure you have all your pawns/minis/etc. I also like to have a small bag of Fantasy Flight tokens in various colors (green, gold, silver, red, blue) just in case I need to mark things unexpectedly. If you're using a virtual tabletop, do this with all your PNGs and GIFs and JPGs or whatever graphics you plan to use. Make a generic 1" colored square graphic for random stuff you didn't think to have a graphic for.
9) Read the scenario again to make sure you have everything you need.
10) Get your "kit" together. Make sure you have a stapler, 3-hole punch, some wet erase markers, pencils, etc. and have a session sheet and the chronicle sheet ready.
11) Make sure you posted the event, have the event number, and know your own GM number. Write all that down on the chronicle sheets.
12) Bring snacks.
13) GM!
Finally, Jacob Savage usually has loads of games going on Roll20 and I GM for him fairly often. Hit up some of the other virtual tabletop GMs, ask them to run a game for you, to be your "GM wingman", and then play as a player. That way, you've seen it, done it with a safety net, then done it all on your own.
PM me if I can be of further help -- good luck!

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Hey hey - welcome to the GM'ing club :)
It can be a ton of fun learning to GM. Everyone has their own distinct style and flow, for sure.
My main suggestions would be:
1) Stay flexible! Players will rework your plans or possibly even go "off book" at some point. Let them - but coach them back into the story when it's convenient and makes sense.
2) Embrace your inner crazy. By this I mean that whereas players will derail a scenario sometimes, remember that it's ok to do a little bit of the same from time to time. Explore an NPC's personality, encourage the PCs to explore the markets of Katapesh, and so on - let your mind wander/ explore/ expand a little bit, and you'll find that the world within your gaming session takes on a whole new life!
3) Develop a culture of "yes" at the table. As with points #1 and #2, PCs will constantly find new ways to surprise you. I once, in an AD&D game waaaaaaaay back when, had a wizard decide that they weren't going to assault the lich's clifftop castle... he instead opted to recruit his high-level friends and called in favors, and their collective arcane power was used to disintegrate the cliff itself. It was unexpected, and it allowed the PCs to "win" while allowing me to set up some things for the future.
Everything Robert posted is really pertinent as well. I can't stress enough that being a "GM buddy" for a game or two is a great concept. Also, much like he said, feel free to PM me if you have any questions at all.
Good luck with your PbP game. I haven't GM'd one of those, but I've got some coworkers that swear by them. :)

crthesis |

Thank you both for the warm welcome into your ranks :)
It seems like the general consensus is that a "GM buddy" would be the best route to go for a session or two to see if I can't get the hang of things.
I would have to strictly run PbP simply because of scheduling issues, but the "kit" you explained so eloquently seems like a great place to start, Robert.
Thanks to both of you for the tips!