All I can say is good for you! Having more gm's on this wonderful website is always a good thing, and it seems like your eager to be one. If I may be so bold as to give some pointers that I have learned as a gm both on and off the site I will give them to you here (hint, I am as bold as a honey badger) First and foremost, have fun. I can't stress this enough. If you, as the gm, aren't enjoying being a gm, then that will domino onto your players. I have been a player for a gm that was mentally done with his campaign, it was one of the worst campaigns I have ever been a part of. Not only that, but if you aren't having fun, then YOU aren't having fun. Who actually likes not having fun? Another important point is that while there are rules, it is your world and YOU ARE GOD. No, this does not mean that you can say "Rocks fall everyone dies" when the players make you mad, but it does mean that you, as the gm, have final say on what rules and material are and aren't allowed. For you rules are a simple hand guide that you can let go of at any time. In my opinion Homebrew rules are an important and integral part of being a dm, its what gives your worlds their flavor. Bonus points if you know of any "rules" that are actually widely-used Homebrew! Finally, if you don't know what it is then you should definitely read up on Murphy's Law. No matter how sound you make your story, no matter how well you plan out every route you can think of (or every place if it is a sandbox game), players tend to have this ungodly knack for thinking of something that you didn't think of. Like really, it as if it is an ability spawned from the most evil minds of abyssal plane and spread selectively to our (my) players just to mess with us dm's (me). Whether they decide to barter with the bandit lord or kill that helpful brass dragon, players do the darnedest things. My advice? Just go with it! Sure, it may hurt when the players (Kyle) take your story and slap you in the face with it (I hate you Kyle), but being able to adapt to sudden changes is one thing that seperates good dm's from great dm's. Due note that if your players are intentionally trying to derail everything you make for them (Kyle) you might want to take them aside and discuss their behaviour (Rocks are a bugger, huh Kyle?). Well, I've said my 2cp. Regardless, I wish you luck in all your future dm related endevors.