Karasz said: Personally, I don't want to work alone because even though I understand how to build a tabletop game, it is hard to work alone when you have nobody to suggest something to improve gameplay experience. It's just hard to set things up as a GM if you are having a hard time trying to balance out elements that will make the game stable... I really need somebody to help me out with this. I've never done this before in my life. I mean, I'm good at roleplaying, but I'm new at creating and managing tabletop games. I tend to make the game as simplistic as possible. I don't think working on a game alone precludes your players from suggesting things that "improve gameplay experience." In running a game, you're going to be able to tell where the good parts are, where the bad parts are and when things just aren't clicking in to place. After the session, sit down and figure out what went wrong and what went right - if it was wrong, but you think it could work, try to punch it up a little bit. As a GM, you also have the ability to adjust difficulty on the fly. Assuming it's a Super Mario game, if the flying goombas are eating your players for lunch, swap the next batch out for regular goombas or throw a Fire Flower in there. If the players steamroll the opposition, toss in some hammer brothers or emphasize the social and puzzle aspects of the game. Making the game as simplistic as possible might not be a bad thing. If you can get buy in from your players, they can help you breath life into and flesh out your game and setting organically. There isn't a need to have everything built up right from the start. Also, I second John's above comment to use some existing Google+ communities or other venues for open comments. Sometimes a random person on the internet can shine light on a subject that you hadn't considered yet.