I spend a lot of time gaming on Roll20. This means I end up using VOIP (Voice Over Internet Protocol) software -- usually Skype, but occasionally Mumble, Teamspeak, Roll20's built in VOIP or Google Hangouts. The various tools each have their own advantages and disadvantages but are generally interchangeable. What I mainly want to discuss is "VOIP Etiquette" something many people don't seem to have any concept of. VOIP Etiquette is basically a set of rules to ensure that people get heard by the other participants (and the GM) and don't have to fight for bandwidth. All too often, a player will start to say something in character or on topic when someone else will break in with an unrelated question, comment, joke, what have you. For more introverted players this causes them to shut down and only attempt to say something when directly addressed...and even then, they get "stepped on" as described above. It can be maddening. In an effort to help deal with this issue, I'd like to propose a set of rules -- guidelines, rather -- for proper VOIP Etiquette for Role Playing Games. 1) The GM is the Moderator. When the GM is talking, everyone else should refrain from interrupting, until he asks for responses or otherwise indicates he is done. 2) If another player has been asked a question, give that player a moment to respond. They may have to think up a proper "in character" response, find their "press to talk" key, finish chewing, whatever. Don't just jump into the silence. 3) Save rules discussion for post game. Roll20 games generally last 3-4 hours and losing 1/3rd to 1/4th of that time to dickering over rules is a waste of everyones time. If you disagree with how a GM rules something, make a note about it and discuss it after the game. If a question comes up, go ahead and answer it or look up the answer, of course, but the general rule should be to keep the game flowing smoothly. 4) In correlation with #3 -- learn the rules of the game, at least as they pertain to your character. The fewer questions you have, the more smoothly the game will run and the more fun everyone will have. 5) In most VOIP games, 1 or 2 players will dominate the talking time. Those players should specifically "make room" for the other more introverted players to have a space to role play. 6) Lastly, the GM should encourage each player to role play. There are many different approaches to this and there have been many great articles written about it. As a GM I try to give each player a "Spotlight" moment as often as possible so they have the chance to be center stage. Other techniques might work better for your game, however. So there we go. If there are rules you think are wrong or disagree with, post in the comments and offer a useful alternative. If there are rules I have not thought of, propose them and I'll add them to the list. Thanks for reading.