Wow, thank you guys for the helpfull replies. Some of the stuff was already known to me, some was new. As i said, i have yet to decide if i go with Shadowrun or Dark Heresy, i've have the CB for DH already, but just ordered the 5th edition from SR as it should be released this month, aka now :D ? Nevertheless regarding the preparation of a plot, i was planning to do it like i prepare myself for a presentation. I write down some Major Anchorpoints which i can hold on in case stuff goes awol. Thus i wold only flesh out the NPC's for the main Plott, either the Villain or the Quest giver. As for Shadowrun, i know its paced like a Mercenary game, and with those runs it gives me and the players the advantage of having "canned" expiriences. This can be a bank heist where they first can gather information and thus ease up the final encounter, or go in trough the front door guns blazing, bur get into the risk of getting chased by a spec force from Lone Star. On the first Session i want to introduce the players to the general plot aka "Why they (PC) are here and why they are together". In DH this could be that they are send here by a inquisitor as their "Trial by Fire" to solve something. In the case of Shadowrun i could do the normal mission at the beginning to see if they like the way i GM and if it fits together with their playstyle. And the conclusion of the first mission would then introduce the Party to the main Plott i have prepared for them. As for the first session i would only prepare it as described above and if they like what i do i can flesh out the part i think they will go in the next session, thus i can react to what has happend in the current set, and how i see the players want to play. I wont avoid combat compleately, but i like that the Players have to Think before act, aka if they decide to shoot they should think about the consequences. Like starting a shootout in a market - even for a good cause - could have some consequences. I wont "punish" them (hard) for doing that, but i want a Fight to be something special, and may be the high point of the set. Aka, i dont want to create a Michael Bay Movie. If one PC is more focused on "physical interaction", he should have options in acting so. And if a PC wants to act like a Badass Mofo, he is free to do so as long as it does not piss off the other players. And this i would like to avoid by talking to them in the beginning, what i would like to expect from them, and what they can expect form each other. There is nothing more annoying if 2 players want to investigate, and the other just throws presence arround like mad, even at the other PC's (Vampire ability - World of Darkness). @ Mr. Jonson screws the Party: i dont like that "plot twist" anyway since most people can see it coming from a mile away. But it could be, that Mr. Jonson suddenly gets Kill'd as a reaction to what the party did during their Mission. Something that involves the party's action into the main plot. But as i said, i will read first into both books a bit, then decide which one i take and prepare something for that Universe then. For the first set it does not need to be something fancy, i just write down some major anchor points to have a idea where the plot will go to, but see what happens later on. I like good pacing, i dont want to "hurry" the PC's while they are investigating, but there might be the need to cut them off. I guess the most tricky part will be to give them something interesting to do, and the tricky part there is that for me it might be obvious, since i have a idea what will happen, but they dont know that. As for Playstyle, i will probably play RL since i know some people that might be interested, but if that does not work out ill do something here on Roll20. In general: I see myself as the Narrator and the invisible Hand that puts the Carrot in front of the party to get them in the right direction. And your answers gave me some good hints on how to do that :) *goes to the grocery store and buys some carrots*