Tuesdays would likely be best for me given the days you said work best for you, but I have some flexibility so other days may also be workable. There were some questions I had which are in no way meant to impugn your abilities. It more comes from issues I have seen before. The idea of a rouges gallery is really neat and is workable in many media. The issue that comes up to me is you many need to make sure you have plans that keep them alive without making us feel like we're being cheated, and that can be hard. It's all sorts of funny when you hear the stories about how the party killed the BBEG in his introductory scene until you realize that that is then end of that campaign that someone worked hard on. Even if they pivot into another one immediately, that one is over. Conversely, a lot of the methods I have seen used to keep them and their plans safe so that they can be looped back in can make the players feel like they lack agency. Nothing we can do really affects things because the plot says certain things are going to happen and we can't do anything about it. I'm not saying you have to tell me what your plans are, but more mentioning it to make sure that you are keeping those things in mind and it doesn't blindside you as you try to run things. I say this especially as a GM who has run for other GMs, many of them have had to give thought to the problem which means imagining the things their players could do to mess it up. Tactics that can be used against your villains and seem like they should be obvious to the people who are at least nominally looking to end these threats in character. My next question related to workload and roleplaying. You have a rouges gallery that you want to maintain. Which could indicate that you really like having that cast to draw from and get into playing them. It could also indicate that you have a very full plate before we ever show up at the table. I would like to know how low maintenance you would want our characters. One example is the warlock. You might really enjoy playing the patron and love the long documents we can give you on them to help you play them. You might also feel you have too much going on to deal with that and would rather them stay as abstract figures that just sort of provide the justification for our abilities. Same thing goes with families and making friends in town. I could see a GM loving players really diving into it or being crushed under the weight as the list of fully fleshed out things they have to keep track of balloons. Similarly, I've seen GMs, especially starting out, favor a lack of spellcasters, or at least wizards, so that they don't have to worry about what spell they're going to pull out of seemingly nowhere to turn what you thought was going to be 3 sessions of material into 3 minutes of casting and high fiving. I have also seen plenty that basically embrace the idea that they're never going to beat someone dedicated to finding those sorts of things. That the key is to have the players making sure everyone is having fun and therefore see no issue allowing them to draw from wherever to make their characters because at the end of the day, the people at the table control balance and fun, not the books. Encounters can be scaled. People can be taught not to ruin other people's fun. If those things aren't in place though, clamping down on source material isn't going to stop the problems. Anyway, I would love to chat with you about your plans and if I would be a good fit. I hope you find people and that your game goes well even if I don't end up in it. It's always nice to see people trying their hand at being a GM.