Finding ways to help you and your group communicate is key.
Expectations up front are best for everyone. Some people want to game and just game, others want to chill and hang out before, during, or after.
Sessions zeroes (as everyone else has said) are KEY but so are ongoing check-ins. Sometimes a campaign or story will start taking a turn different than what tone you all agreed on at the beginning and it's important to keep that communication open so the game continues to be fun for everyone. And with the state of the world, a topic that had been totally fine to dive into weeks ago may be a no-go zone now for someone at your table.
There is a curated TTRPG Safety Toolkit that has a large number of resources for various safety systems, if you'd like to find one that works for you.
NOTE: anyone can bring up safety tools to try, not just the GM. It's YOUR table, no matter your role at it.
Landing pages are dope.
Landing pages can be campaign overviews, they can be places for the players to draw a mess on, or even virtual "snack" table. These aren't necessary, but I find them 1. incredibly fun to make and use 2. great to help set the tone. If it's a "snack table," people know they can just hang out and chat, maybe play a card game or something. If it's the campaign overview or the opening of a new quest or mystery, that can help people get into the game headspace.
You don't need to use every feature.
For real, you don't. Use what works for you. If it's just the whiteboard and dice roller -- great! If you try out one of the free modules (like The Master's Vault for DnD5e, The Lightless Beacon for Call of Cthulhu, Torment and Legacy for PF2e, etc) and decide you love having all that info set up for you -- also great!
I do highly recommend trying out one of the free modules just so you can get a better idea of the possibilities for those games. I actually make splash screens for the non-movement tracking games as well. So my Kids on Bikes game has some random pictures combined with specific playlists for each page to help set the scene, even though the players won't be moving tokens. Theatre of the mind is surprisingly easier for some people when they have atmospheric input.
There are a serious number of amazing features at your fingertips, and while I hope you get to try them all out, go at your own pace.