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New DM jitters

so i'm doing my first session later today and i'm getting super nervous about it, any tips from experienced DM's about first time stuff that i should know about before i dive into the pits of hell? thank you.
I do not have much experience, but I think if you want your bet to be cool and fun: stay zen, you and not put too much stress with the rules. I wish you good luck
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Ziechael
Forum Champion
Sheet Author
API Scripter
From the Roll20 Community Code of Conduct : The Roll20 Forums exist to discuss topics directly related to the use of the Roll20 program. Anything that more fittingly could be discussed on another website SHOULD be discussed there. Here is a good places to discuss this topic: /r/rpg However, that being said, I can answer from the perspective of using the VTT as a DM for the first time. It's an easy one really: Relax and have fun, being a DM is a LOT of work but it should be as fun for you as it is for the players, if not more (the beauty of being an all-seeing, all-knowing entity!). With that in mind, don't sweat the details too much, your use of the assets that Roll20 gives you will evolve over time. Make handouts with information you want to share with players, use the GM-notes section on tokens/handouts/journals to store secret information on player visible content and handouts unassigned to anyone for your own reference. Make sure you've been through the  tutorial to familiarise yourself with the basic tools. Also check out some of the main pages of the  wiki as well to get a feel for what you can do with the VTT beyond the lessons from the tutorial. The wiki also contains useful information for specific systems and even the use of some of the more commonly used character sheets!
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Get the players to interact as Characters, give them a small challenge when they are ready.  Talk through any issues and make no rash/hurried decision - I'll think about it being a valid response.
Ziechael said: From the Roll20 Community Code of Conduct : The Roll20 Forums exist to discuss topics directly related to the use of the Roll20 program. Anything that more fittingly could be discussed on another website SHOULD be discussed there. Here is a good places to discuss this topic: /r/rpg However, that being said, I can answer from the perspective of using the VTT as a DM for the first time. It's an easy one really: Relax and have fun, being a DM is a LOT of work but it should be as fun for you as it is for the players, if not more (the beauty of being an all-seeing, all-knowing entity!). With that in mind, don't sweat the details too much, your use of the assets that Roll20 gives you will evolve over time. Make handouts with information you want to share with players, use the GM-notes section on tokens/handouts/journals to store secret information on player visible content and handouts unassigned to anyone for your own reference. Make sure you've been through the  tutorial to familiarise yourself with the basic tools. Also check out some of the main pages of the  wiki as well to get a feel for what you can do with the VTT beyond the lessons from the tutorial. The wiki also contains useful information for specific systems and even the use of some of the more commonly used character sheets! ah sorry should have read that, thank you for the advice regardless this is all really helpful
Also I would say, be ready to think on your feet and don't have a plan set in stone. You'd be surprised on how often players can do something that you just wouldn't expect.  Me (as GM): You come across a door that is locked, but there are no signs of traps.  Player: I don't trust that door. I cast fireball on the wall next to the door to blow open a hole in the wall.  Me: o.O Um....OK, So there's now a hole in the wall. 
1486657411
Ziechael
Forum Champion
Sheet Author
API Scripter
No worries, didn't want to stress you out on your big day... any VTT related jitters you have can happily be discussed here anytime :)
Ziechael said: Make handouts with information you want to share with players, use the GM-notes section on tokens/handouts/journals to store secret information on player visible content and handouts unassigned to anyone for your own reference. I make use of all of these techniques, I also sometimes use the text tool and leave notes for myself on the GM Layer directly on the map. For example, if there is something special I need to remember about a room or a monster in that room, I will put a reminder for myself on the GM layer somewhere near that encounter, so I will be sure to see it when the players get there.
Start small and enjoy the ride! :D
I always lay down for about 10 minutes before getting online to run a game, just to relax and center myself. I play with family so I shouldn't be nervous but you want everyone to have a good time, so it can be stressful even if you are having fun.
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Pat S.
Forum Champion
Sheet Author
cameron h. said: so i'm doing my first session later today and i'm getting super nervous about it, any tips from experienced DM's about first time stuff that i should know about before i dive into the pits of hell? thank you. I would suggest you setting aside the first 30 minutes to hour of your first session (if you have not ran a pre-game session called session 0) just to hash out any communication problems, sheet issues, and general settling in while getting use to your players. Do just jump into the game but take a short bit of time to get to know each other. Go over what the tone of the game is going to be like and make sure everyone there is on the same page as you are. Double check the sheets to make sure they are setup correctly (especially any macros) so they are good to go. Then just relax and play off your wild and crazy player antics so that everyone has a good time.
Sean H. said: Also I would say, be ready to think on your feet and don't have a plan set in stone. You'd be surprised on how often players can do something that you just wouldn't expect.  Me (as GM): You come across a door that is locked, but there are no signs of traps.  Player: I don't trust that door. I cast fireball on the wall next to the door to blow open a hole in the wall.  Me: o.O Um....OK, So there's now a hole in the wall.  Hahaha thats pritty close to what my player are like tbh. One of them cast a sleep spell to knock out the guards, but he was within the spell range so he knocked himself out aswell
Glad it all worked out!
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Pat S.
Forum Champion
Sheet Author
Congrats Cameron on having a great game.
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Andrew C
Marketplace Creator
cameron h. said: Sean H. said: Also I would say, be ready to think on your feet and don't have a plan set in stone. You'd be surprised on how often players can do something that you just wouldn't expect.  Me (as GM): You come across a door that is locked, but there are no signs of traps.  Player: I don't trust that door. I cast fireball on the wall next to the door to blow open a hole in the wall.  Me: o.O Um....OK, So there's now a hole in the wall.  Hahaha thats pritty close to what my player are like tbh. One of them cast a sleep spell to knock out the guards, but he was within the spell range so he knocked himself out aswell Had a player blow themselves up while being inside a cupboard whilst holding a sack of alchemical hand grenades (don't ask, improvised stuff for the system) and well... it ended badly but the God of Fire decided that the player should be sent back to life purely for the amusement value they brought the God.
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Pat S.
Forum Champion
Sheet Author
As it seems the op has been answered and the thread is going offtopic, I will be closing this thread. If you have questions about roll20 and it's usage then fill free to post.