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How to get into gming

Hey, I was wondering if there are any guides or tips or anything about getting into gming (in general), but it seems to be like a difficult job to do.
1448829971
Pat S.
Forum Champion
Sheet Author
Due to time constraints in keeping Roll20 going, we only allow discussion directly related to the interface here on the forums. You might try Wizard's forums or the D&D subreddit for your question. I will be moving this thread to the archives which closes this thread.
Note: I think you'd go quite a bit further if you added some specificity to your question. As someone who is a new GM, I can tell you that it most certainly can be. At the very minimum it requires a lot of effort. The more effort you put into it, the more your players will (hopefully) appreciate it. I've been told that I'm doing a great job as GM, but it does have its cost in massive amounts of time and preparation. If you are great at improv, I think you will have a much easier time and be able to spend less time. I'm not that good at improv, so I have to prepare a lot more content to ensure things run smoothly and to give the appearance that I'm making things run smoothly, even though I'm quite nervous a lot of the time. When the players go off script (and they always do), you just have to make it up as you go. But, essentially, I am very much of the mindset that anyone can "fake it 'til you make it". I think GMing is a lot like that in many respects. You are acting as an authority figure and directing the action. So just pretend (as we are all doing with roleplaying) to be a mix of John Wayne and Michael Bay, and things should go swimmingly. And if things go miserably and/or people drop out, there's always more people who are willing to give you a chance. But one thing I will tell you for sure (as I learned this the hard way my first time): It's crucial to find the right combination of people. If you fail to do this, your game will fail. That is exactly what happened in my first time GMing. The group did not work together, and they almost died several times at even the most basic of challenges. That's when I shut down shop and split the group into what I knew would be a better match for everyone. Once I did that, everything has gone well and even though a few members ended up disappointing me with their lack of enthusiasm (to the point where I dropped them), I still have a core group that is sticking with me and we are all really enjoying it. I'd highly recommend you run a module or run a pre-built setting for your first time DMing, because there's just so much you have to keep track of that coming up with your own world just seems too chaotic. You will be fumbling around a lot, so trying to recall all the details of your own creation just adds to the pressure. But if you do roll your own, then you should start as small as possible, making the game world effectively be a small town or village and then slowly introducing more into the mix as your game expands. But maybe the best thing you could do is run several one shots. Granted, preparing for one shots is, in my opinion, quite stressful too, because it's like you have to start all over from scratch and can't build upon everything that you worked on before. Again, if you're great at improv, this might not be so much of an issue, but I have to take extra measures. If you want more help, just search <a href="http://reddit.com/r/DnD" rel="nofollow">http://reddit.com/r/DnD</a> or <a href="https://www.reddit.com/r/AskGameMasters" rel="nofollow">https://www.reddit.com/r/AskGameMasters</a> for "tips for new GM" or similar, and you'll probably see a never-ending supply of advice from other people. In the end, though, I'd just say do it. If you have that itch, scratch it. Realize that no matter how much prep you do or how much you try to learn from others' mistakes that you will probably fail (even I did with my first game even though I put in around a hundred hours in prep and ran a pre-made module), but if you just keep going at it, you'll eventually not suck and reach the point where things start going well.
There are millions of articles out on the web that discuss tips and tricks to the GM trade, but these can seem overwhelming especially to the beginner. One thing that would make your journey easier would be to find an experienced GM that would let you work with them. There have been some discussions on this site about how to use "Co-GM's" to help lighten the load for the GM and to introduce new folks to the joy of running your own game. This seems like a good idea to me, since we always seem to have plenty of players, but lack enough good GM's. I would think you might find some kind hearted soul that would let you tag along with them and teach you some of the lesson's they have learned, and in exchange you would likely need to help them with some of the logistics of game mastery. Bottom line, I guess, is that there is no better way to learn than to jump in with both feet. Just start your game and invite some players. Make sure they understand you are trying to learn, and most players would be more than happy to help. Set aside a few minutes at the end of each session to discuss what was good and what could be better about the game. I imagine you'll find enough great players that would love to help you learn and get a good game out of the deal.&nbsp; Another good resource is the videos and tutorials that you'll fine here on roll20. They sure helped me, especially with the site specific stuff.&nbsp; Hope this helps some.