Back in the 1980's they attempted to sell role-playing games mass-market, in every bookstore. They didn't quite succeed even for D&D. But the idea was to pack the game with enough proper information on how to play, how to design games and how to run them. This was because there might be almost no chance to meet anyone else who played the game, so whoever bought it would have to learn to run it and develop their own players. I was one of those young men who got such a "lifeboat" RPG game, so you can learn from what I learned from. The game-master hints are here for free in Star Frontiers: Alpha Dawn pages 76-103 (minus stuff about running creatures and creature-lists particular to the game) <a href="http://starfrontiersman.com/downloads/remastered" rel="nofollow">http://starfrontiersman.com/downloads/remastered</a> I agree with many of the points above. Both D&D and Pathfinder make starter boxes with colourful playing-pieces mounted in stands, dice, maps, character sheets and more. Like many said, keep the game moving. It is better to keep the action flowing than to bog down worrying about applying every rule with precision. Wing it. You're the game master. If you want, hordes of rats could burst out of the woodwork and gnaw at their ankles if the players are having too easy a time with their characters. Or if they are struggling too much with combat, a major fiend slips and stumbles on a wet piece of stone-work. The 3 things you should not waste time on is the characters buying supplies, travelling routinely from one place to another, and using every trick and device to search for clues where even in your secret notes it says there are none. Tell them they've done what they wanted to their satisfaction and move on. Be firm in these cases and urge everyone to keep things moving. Your descriptions should be vivid but measured. Open with only what the characters would see, hear, and smell at a glance; they should ask questions for more detail. Be vivid in your descriptions. I described a science-fiction crash-site at night with twisted spacecraft metal, smoldering debris, burnt-plastic smells, emergency workers crawling around the wreckage with stretchers yelling at each other looking for bodies, all under the harsh actinic floodlights mounted on towers that someone decided to turn off once the sun rose, the bright lights overhead disappearing and leaving glowing orange filaments that slowly died away. My players talked about that scene for years.