Hello all :). After spending a day or 5 looking at the LFG section and having a fun time seeing so many games of which most were so full they had double in waiting - i wanted to consider learning to GM and pilot a game or two myself. But, let me tell you, intimidation is a heck of a beast. I suppose i'm finding myself in a sort of round-robin of fear of not knowing a particular brand/style and as such get incredibly nervous trying to consider hosting with the prospect of people just completely overrunning me. The solution to this, I seem to be finding quite often, is to play a few games yourself before you delve off into GM business. But as mentioned, either the games are already full beyond belief, are looking for seriously long term (personal reasons has me moving countries in 2 months, time zone difference will deal break it), or are something that really doesn't inspire me (I'd be willing to try, but who wants a player who has 0 clues to the setting and a miniscule interest in the system, you get one of those guys who sits in the corner and only comes out to do some bashing). I've watched the Roll20 videos, which do a nice job of summarizing the system, and I can always create my own campaign just to toy with the options, but I\m finding little advice to give to new GMs in terms of easing them into the comfort zone of being able to pull off your first one. Perhaps the only solid advice is what was given before - you're gonna need to play it a few to really feel comfortable in ruling it. I could accept that, but surely there must be some little tidbits to bring some comfort to the game, thinks like 'with advanced players, let them help tell the story' or 'run a premade, and maybe opt to do one thing that is your own personal flair to see how it goes'. I'm not sure. Any tidbits you feel you would want every brand new GM to take to heart? Dont take it too pesonal, Let the players help you, It's not about the result, but the path to that result, etc.? Also, in your opinions, what is the minimal suspected time you would allow a session to go? I know that planning on time is impossible, all it takes is one hour-long conversation with a single NPC to blow it out of the water, but in general is it feesable to do say, a 4 hour one shot, a 2 hour one, or are most of them 3-5 session one shots? How about non-one shots, but shorter campaigns? I dunno, maybe I'm over thinking it. I'm trying to give it a go to break what I believe is one of my social flaws. I'm pretty confident I'll give it a go anyways. Finally, how do you guys go about learning new systems? I started on 3.5, switched to Shadowrun (where I died epically), then had a go at Pathfinder. None of my games got me further than level 2, but that was mostly my own accord (we had a good pathfinder game going, and then i moved). 4e sounds easy and super fun, I blame podcasts, but I hear lots of people talk about FATE, is that decently easy to pick up? What would you consider good start systems for your new GMs, and perhaps what you'd consider a progression path to the more juicy or fun stuff? Thanks for the read. :)