Hey. There's a lot of systems you guys recommended, and I'll take a look at them. I think I'll stick to D&D4e for now though; while I would like a system that doesn't use a grid as much, it being rules heavy isn't an issue to me. I'm very familiar with the system. I'll try running Shadowrun in the future when I have a better grasp of GMing, and have a look at Savage Worlds. The cyberpunk setting is more interesting to me, but the medieval fantasy setting looks like it's easier to run; the players have many, many options to interact with a modern world. As I said, I'm not great at improvisation. Phisto Roboto said: One thing I am surprised that has not been brought up is using published adventures. I'm not really interested in published adventures. It seems to tight to me, and I like creating my own adventures. Maybe I see them wrong; like you said, make them my own, and only use them as a base for the adventure. This next point does not have as big of an impact with a one shot game, however having a session zero can really go a long way for nervousness and getting a feel for your players. A session zero is where you and the potential players gather and talk about the game you want to run; your DMing style, what kind of game the players want, character creation rules, character creation itself, the setting etc. You mentioned that you like to work with the players to build the world and that is something that you can easily do with a session zero. It also allows you to meet the players and break the ice in a way that is a lot less "scary" than diving into playing. By discussing the styles of games you like to play and asking what kind of game they want (all action, mystery, balance of combat and non combat obsticles etc.) you can generally weed out players that may drop the game due to it boring them. If you and the players can't find a middle ground on the type/style of game to play then you just have to find players that do. Session zero's also help as the players have a chance to get to know each other and can discuss character ideas that make for a more tight knit group than just a bunch of characters made at seemingly random. Thanks. This is something I should have been doing in the past; get everyone together and come to a mutual understanding, before the game actually starts. I'll keep this in mind for the future, for games that aren't one-shots. Dave D. said: Sounds good! I've never played 4E, but I don't think there is anything that stops you from playing your current game system this way. What skills do you think you need to create a world with input from players? It's pretty much just a bull session. I guess I'm just not comfortable with that idea yet. It's an investment of time from both myself and players; I don't want to try getting into something over my head, and messing up. Nothing's wrong with a good dungeon crawl either. But if it's not what you'd prefer to do, why do it? You can practice and meet people while collaboratively creating a world and enjoy what you're doing. If someone is unhappy, they have the free will to leave and if their expectations don't meet your expectations the sooner they leave the better. You can avoid most of this by sitting down prior to any "official" session and having an open, frank and most importantly a jargon free conversation. It's no one's fault if people don't see eye to eye on things and the quicker everyone understands each others views, the better. It's really easy for me to get bummed out. Yeah, in the future I'll get a session together before the game starts to discuss things with players; usually for me, a couple of players stop showing up after a few sessions; I understand this, it's online gaming, and I'm inexperienced at DMing but it makes me lose interest in keeping it going. I don't want to try something big if it's going to go up in smoke; with some experience, and knowing some others that play similarly to me, I could pull it off. Billy R. said: I'm not so hot with the acting aspects of this stuff either. But one thing I have learned, is that there's a reason people remember disney sidekicks. Give an NPC or a recurring enemy some unusual trait or behavior and it will go so much better. Aside from that, I'd suggest giving an NPC something to preoccupy them, or make them less interested in the party. Something that the NPC wants to talk about, which is not the same as what the players need from them. Might occasionally be annoying (especially if there's a hurry about it), but annoying is memorable too. Saevar L. said: I'v been DMing for about... 8 years... Here is my advice i. What Billy R said. Start small. If you have difficulty swapping between personalities its best to just restrict it at first. ii. Look for a random personality generator. Star Wars had a very nice one which was a short sentence. Here is an example of a few. Appearance: Give a break description of them Personality: Give them some personal knack or tick. Like a need to smell things... or dislike against gnomes etc Motivation: What drives this characters everyday life? Whats their dream? Do they fight for justice? Dream of better things? Background: Support the motivation with a justifiable background. Its easier to role-play a person if you can imagine what they have been through and what drives them. Trollkin said: Improvisation is not really what I think you need. Scale down. Don't start with a town, start with a hamlet. 200 people, 1 Inn, maybe 30 buildings. A smith, a Temple or Church, Maybe a Stable to go along with the inn for travelers. a goods merchant. Make a small list of what those people sell. NPCs are not in the setup to convey plot information. They are there to be people to talk to that HAVE plot information, good and services, or to provide background color and flavor. My main issues with NPCs is that once it's time to act as one, I get nervous, jag it up. I'll have something written up for a town or character, but it's hard to express to the players. There's a lot of them to keep track of, and it's hard for me to focus on one. I think I just need to practice, start small and grow bigger. The advice on how to treat them is good; gives me a better understanding of how to create and manage them. Any recommendations for random tables/trait lists I can use? I've used a few in the past, but it would be nice to see some more, help flesh out NPCs, help make them interesting. So far I think I'll run D&D4e one-shot crawls to start out, and focus on fleshing out one or two NPCs. Thanks for the responses.