Hello everyone, going to get my feet wet here in the forums, but before I get started; I'm relatively new to Roll20, so this is not Sage advice, more it is initial observation of the most commonly discussed topic I've encountered so far. GROUP AGE/LONGEVITY : I hear a lot of people disappointed about how long their group held sessions before disbanding for whatever reason. I can already speak from experience as in one of my first gaming sessions, a player dipped out before the session even concluded -- didn't say a word. So I wanted to give a knee jerk reaction to why I see this happening: Group Selection Process: Take your time . People are throwing a game up and just grabbing the first handful of applications that are thrown there way. Take your time... It doesn't have to be a rush to get the right group of players together. Hold an interview or two. I know we're all just as eager as the next to play, but -- Slow is Smooth, Smooth is Fast. Laziness ! I know some out there selecting players for their game look right over the players who apply with longer applications. Yes I fall into this, and from what I've seen so do others. In fact, I've yet to see a player selected for a game who applied with a long application. But I've only prospected 20 games in the last month. This is Laziness and speaks volumes to your capabilities as a GM, and to the quality of group you'll inevitably settle with. Get a good mix in there, don't be scared of the players who come with their own story. No attention to detail . Where is your game taking place? Homebrew or Premade? What are you looking for out of your players? Why not set an application standard. Give a sample of what you're looking for, etc. There are too many out there who start a game and just pencil in "I'm running this, apply below". You're not going to get dedicated players if you yourself are not dedicated to your game. Feedback! For the love of the Gods, please include some feedback in your inquiries. I've seen some people really put some time into their applications, only to have some has-been who practically farted on the screen get grabbed up minutes after they apply. If you're looking for the Ultra Casual, say you're looking for the Ultra Casual. Let the dedicated "hardcore" players know before they bother with applying that you're not looking for their type. Group Cohesion In Between Session play . Don't be afraid to set up an avenue to discuss in/out of game topics for in between sessions. Not every session permits it, but in most cases the party is getting a short to long rest in at least once during a session. Out of Game that time may pass instantly, but for our characters there was several hours worth of in game time that could have been spent doing various things. I can say that I like to role play, but I also don't want to take away from the progression of the game by slowing it down with too much role playing. So create a thread, or something that allows the players to "role play" those camp site engagements in between the game session. Things not only encourages group involvement, but group cohesion. Resolve Roles/Group Duty . Who wants to play the face in this scenario? Who wants to handle this or that. Having multiple players creates a dynamic scenario where these things cannot be easily determined... But that doesn't mean we can't try. However it works in your game, assign players a "task" or "duty" they're responsible for when in game. Something they're the go to player for. This encourages everyone to participate, and helps avoid situations where 2 people are always talking/playing for the other 5 or six at the table. Heck, whatever these "tasks" may be, they can be interchangeable between sessions, negotiable, etc. Give the Player a purpose, not just their character. Communication . I like how Mathew Colville stated this in " Running the Game #12 " when he said you have Players and Audience members. There are going to be people who like to talk and participate, and those who just want to absorb what's happening. Regardless of the type of players, its important to still give them a voice and the feeling of inclusion. You don't have to force the player to speak up if they'd rather not, but be sure to moderate players that like to speak for everything and everyone. This way the game can continue to feel like a group activity, and not a spectators event. I appreciate any feedback, as this is intended to aid the community, so the more feedback and involvement the better we may all become at properly " LF a G ".