Well... you're gonna get about as many different methods as people who answer this post, but here's what I personally would do: First, have a GM log-in. The GM, on his own computer, somewhere the players can't see it. Second, the players' log-in, the big screen, that everyone can see (including the GM.) Now the tricky part... the set-up. Make all the journal entries for the monsters, mooks, npcs, etc, and keep 'em private to the GM. Only the GM will have access to this stuff, and only on her private screen. Make journal entries for all the player characters, and be sure to give access to ALL of them to the one player who's logged in as the players, and their tokens. This way, everybody who isn't the GM is signed in as one PC and can control all the Player Characters, each on their own turn, all on the big screen. You'll have to rely on the honor system to keep your players from screwing around with each others' tokens! (See HERE for information on setting up Journal Entries, and HERE for information on how to set up tokens.) (See HERE for important tips on how to set up tokens to match journal entries properly) Create a bunch of macros, set up for general use. This will take some doing, but it's worth it. Technically, the only macro you really need is this one: "D 20 " ---- /me rolls a [[1d20+?{modifier|0}]] for ?{reason|no reason}. This macro names the controlling player, prompts them for the modifier to their dieroll, then prompts them to specify the reason they've rolled the die (for record-keeping accuracy) and outputs the result in a nice tidy little package. However, having a lot of other macros will speed things up a lot. (See HERE for documentation on macros in general, and HERE for a couple other macros I find helpful.) In addition, I would set up a bunch of generalized Token Actions, like so: For each character, pick one melee attack, one ranged attack, and one special attack (Possibly a multiple attack, or a spell, or whatever). You can have more, of course, but for simplicity's sake we'll just have a few. Set up Attributes (not abilities) in each character's journal that match the Token Actions you want, such as M1Weapon M1Bonus M1Damage R1Weapon R1Bonus R1Damage S1Weapon S1Bonus S1Damage then fill in for each character as needed: M1Weapon Longsword M1Bonus 7 M1Damage 1d8+3 R1Weapon Crossbow R1Bonus 3 R1Damage 1d6 S1Weapon Magic Missile S1Bonus 0 S1Damage 2d4+2 Then, set up macros using SELECTED TOKEN format, like so: Melee Attack: /em @{selected|token_name} swings his @{selected|M1Weapon} and gets a [[1d20+@{selected|M1Bonus}]], doing [[@{selected|M1Damage}]] points of damage! Obviously you can change this around to fit your campaign style, desired flavor text, and so on; this is just an example. This way, when it's a player's turn, they can select their token on the map, select the macro they want to use, and just click a button or two. For anything not macro'd up like this, use the "D20" macro shown above, and refer to their paper character sheet for the appropriate bonus. You can also, with a little more work, set up specialized Abilities (not attributes) for each character, to keep the output from getting to repetitive. Doing all this should keep things moving smoothly, give the players a view of their own so they don't see stuff the GM needs hidden, give them all (each) access to their characters and tokens, and requires only a minimum of clicking and/or keyboarding for each players' turn. The downside, of course, is that it requires quite a bit of setting up beforehand; but believe me, it's going to be well worth the trouble, for anything but a one-shot game. I wish we'd had this back when I started gaming; I can only imagine the fun of getting a group of people huddled around a big-ass TV displaying all the maps, tokens, and everything! (When I was a kid, we used a whiteboard for mapping and Monopoly pieces for tokens, and we liked it!) Unfortunately, these days all my gaming friends are scattered all over the world... Good luck!