First of all, this is meant to create a healthy discussion about what being a GM for longer campaigns is like. I think specially new GMs might benefit a lot from knowing more about this, to avoid a lot of frustration for both the GM and the players. This is just my personal experience and if someone does not agree or has any comment about it, I am happy to learn from you all! A GM preparing for a campaign spanning longer than more or less 6 sessions has to consider the following: * Up to a certain point, you will have to create your own campaign in advance. For a longer campaign this can easily take from 3 to 8 months working on the campaign before offering the campaign to players. This will basically be time spent creating a library of encounters, quests, lore and map designs. This allows players to do their thing and you as the GM can then adapt to it easily with these months worth of prep. * You can buy a lot of material that substitutes you creating it yourself, and honestly this is almost a must for at least some elements of the game. Pre-made adventures and maps, lore and enemies, all of this might make your game less personalised but without a team of people behind you, it is necessary to limit your efforts to what you think is essential. * It takes massive amounts of work for someone one way or another, and if the GM does not take enough time to have things prepared, he will almost always fall behind schedule, and end up butchering the experience or stepping back altogther. * Starting a one off (or a small campaign with max 4 sessions) is great for a beginner GM and that is what most GMs should be doing for a long while. I believe it is what many GMs are actually looking for, even if they dont know it yet. * People see GMs with a decade worth of material online and think, "Hey that is cool, I will pull it off". And that is great, it keeps the community alive! But ignoring this background information will bite you in the butt. I really believe that most newer GMs should consider this and see one-offs or short campaigns as a path to help them hone their skills and have fun building a foundation for future games. This should help with the whole drama of "our GM disapperared/ gave up/ was horribly underprepared/ railroaded us so much I wanted to throw my PC out of the window."