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Calling all DMs - How do you handle organizations?

Hello all - first off - newbie DM here and I have 2 current campaigns I am working on. 1) Module - Lost mine of Phaldelver 2) homebrew game So - I started my homebrew game design last month and uploaded my own maps, tokens, etc. Yesterday I purchased Lost mine and getting ready to run that game this weekend. I notice my Art Library contains all of my stuff from my homebrew. Which is neat but now - it's a cluster of a mess. I kinda like the layout of the module on how it separates sections into Acts. So now I ask you - the DMs - how do you organize your files, folders, tokens, handouts, etc for all the campaigns you have? How do you handle map pages for ease of use and quickly finding what you need between the 50+ maps you may have. Any tips / tricks / suggestion is greatly appreciated. I feel like - I am going to need to delete my homebrew game and re-upload everything from scratch to organize it. But I do not know how to save my maps I built inside roll20 
First, try and build your maps outside of Roll20 and save them as images for uploading.  Unfortunately, I don't know of a way to 'save' maps created in Roll20 except to take a screenshot. Next, understand that the Art Library is just a list of what you've uploaded or what freebies are available to use within your campaign; it's not what's actually contained within your campaign (those are your handouts).  One way to organize the art library or handouts is is to use tags (I hate tags).  I prefer to create subfolders and organize my content so my screen isn't so cluttered.  If you want to organize it, you just need to get in there and do it.  No need to remove it or start over; your assets are already uploaded.  Just take the time to organize it as you need. When I setup my campaigns, homebrew or otherwise, I only use a few active pages/maps at a time so that, again, there's less clutter on my screen: Map Pages Landing Page (Players are dragged here after the current session so that they can't explore other maps) Workspace (for when I'm creating monster entries and linking tokens to handouts) Generic Combat Page (which includes an image of the linked pdf as the map layer) Overland Map with a Party Token (token usable by all players) Terrain specific Battle-Map which contains different variations of the particular terrain so that I'm not using the same 'forest' or 'arctic' battle maps Current Town Map with Numbered Locations legend (I also create a handout with the same image and legend) Any building interiors or dungeons I may need for the current story Any other pages that I might have I archive them so that it doesn't clutter my screen space when I need to use a different map page.  Having a minimal amount of map pages makes moving the player ribbon to a different page much easier for me. Handouts are organized into folders: GM Only (Notes, Links to Setting/Region/Settlement/NPC handouts, random tables) PC Only (PC Sheets, PC Journals, Quest Log, Loot) Setting Information with Regional and Settlement subfolders.  I enable handouts for player viewing as needed. NPCs organized into subfolders; Monsters (by Type). Humanoids and Named NPCs have their own section with appropriate sub folders (General, Bugbears, Goblins, Orcs, etc.).  I put descriptions into the Bio/Info tab and then use the Show To Players handout button to give them access to the Bio/Info tab of handouts. Magic Items; add/copy them as handouts and when a player claims them, assign the handout to those players so they can look up info for themselves. Game System Information; Armor/Weapons/Equipment charts, Conditions quick list.  I find that the Compendiums, although useful, still lacks with how I need to information.  I've re-created the above charts in a word processor and then copy/pasted into a handout, giving my players viewing access. For purchased adventures (I only have one), I use the transmogrifier to bring in my own creations from other campaigns as needed.  I don't want to manipulate the purchased adventure resources too much.  I don't want to accidentally delete or alter something. Other Tips: Enable "Use advanced keyboard shortcuts" and then learn them to speed up your interaction within Roll20. Double check to be sure any custom macros work before running a session; Roll20 just recently updated the 5e OGL character sheet which broke a lot of my custom macros I found on the forums. Don't forget to toggle /talktomyself when testing macros or monster sheets to avoid accidentally sending the results to chat where players may read, possibly spoiling the surprise. Try to not use very large maps, or map pages with a lot of assets or drawings.  This can reduce your bandwidth. If you are not going to be using any of the built in voice/video options in Roll20, disable it within your campaign to help your bandwidth.
in my case i have a separate game i use to generate maps, monsters , dynamic lighting and all and then transmogrify (copy it into my game) then i add player tokens to the start point and name the page, set dynamic light on/off and what not test the line of sight and reset fog when done.  in terms of how i organize i have folders and subfolders for just about everything i dont use tags. ( NPC , Monsters, players, World ) then sub folders in those based on what it is AKA NPC are a general list, monsters same, PLayers have there own sub folder which houses there sheet and sub token for mage hand or other player controlled asset sheets , World has handouts for setting related items that the players can see but not edit, sub folder with party notes that the players can see and edit) and so on as needed.   
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I have a (large) seperate campaign that is set so all can see it, and then include all the setting-specific stuff (famous NPC's, handouts for settlements, deities etc).  Then players are given a link so they can get to the External Journal.  By using prefixes such as Place:  and Deity: etc., the journal is organized. Then I have seperate campaigns by location, with only what I need for that location in it.  This keeps campaign size down, with many benefits!
I love the idea of having another campaign to do my map stuff and when needed - transfer it over to the live campaign. But yeah I need to learn how to make those maps outside of the game - which would be ideal - won't always be a PRO forever to use the transmogifer.
The  wiki has some decent places to start with map creating and the like if you want to check it out. And here are 3 random things I have bookmarked about maps that maybe you can get some use out of  1 2 3 .
Nover C. said: I love the idea of having another campaign to do my map stuff and when needed - transfer it over to the live campaign. But yeah I need to learn how to make those maps outside of the game - which would be ideal - won't always be a PRO forever to use the transmogifer. It's a good idea to make the maps outside of Roll20 to save some of your precious Banwidth, I recommend Maptool since it gives you the opportunity to create a map, create a screenshot and then import to Roll20 using the same settings for the grid and more. Also, it's free.