I haven't played with or against strangers for a long time, my own D&D group is based on lifelong friends, who now thanks to the Internet can play no matter where we are in the world. And since they're stateside and I live in Canada with my family, Roll 20 is a godsend. Our DM started when he was 12 years old as a player, his brother and mother, were his compatriots against his DM father. By the time he was 14, he was a full blown DM in his own right for the many high school players and life long friends he made. I did not join his game until 6-7 years after they graduated, and my other fellow player and DM came back from the Marine Corps to DM myself and some cousins at the time. So these are the 2 main DMs I have ever played with, and they have very varying styles. Our joint DM, the fellow who started when he was 12, is very rules forward, with end game in mind. He would add music from his vast collection of soundtracks, and do the voice acting of every single NPC we met. The Marine DM was very different as a DM, since he started primarily as a player in our friend's game, his game was built on making sure his players had fun first, and even though he tried very hard to kill us, that was his secondary goal. His primary goal was story telling, since he was a rapid sci-fi and fantasy reader. I believe he'd go through 3-4 books a week when we were young and had the time. Our own DM thinks more in the bigger picture of things. His goals are to challenge us, to keep us in line, to bring about the timeline of events. We play a very strict Greyhawk world, and have done most if not all the adventures there after 20+ years. I myself, when I am asked to DM for my own DM, and because I know the other players will be joining for my 1 time event. I find that I write my scenario, based on the player and the character first and foremost. I make a list of items I know my fellow players may never get from our own DM, and I give them a better than even chance of finding 1 -2 of these things, to bring back to our steady game and add more flavor in my opinion. But let me tell you my first attempts at DMing were horrendous. I made a lot of mistakes. The biggest one, I made every single NPC a level equal to a character. I once had a city of samurai littered with 10-16th level just walking around as random encounters. I believe my players were level 12 at the time, so it was more than a challenge for them. I designed a city that looked like a maze on steroids. I populated secret rooms with Gods, since my favorite inspiration for stories were from Demi-Gods & Deities / Legends & Lore. I was so guilty of Monty Hall-ing, that I gave up on DMing for years. And then I was asked by my DM to run the Mud Sorcerer's Tomb for him. It is an obscure module written in the 90s for 2nd edition, and rewritten for 3.5 years later. But it was so well written, it felt like the most perfect starter dungeon for seasoned players I have ever read. Not as nerve wracking to run as an entire module or box set, not as demanding as having to know every aspect of the Greyhawk universe. Just your basic well plotted meat grinder, with a lot of story telling flavor and pizazz. I have since run a second one I wrote originally, and will be doing my 3rd installment for my DM in June. My point about all this is, sooner or later a player gets that urge thinking they can do what their DM does. They make mental notes of what they would do differently. As Hypnos most generously showed, there's a ton of free examples out there to help a new DM. The fears and experience that Wiliiam P. wrote out are there, but I think you have to get through them, to get to a place where YOUR style is finally developed and comfortable. It will not be a copy of the DMs you have played with, it will be a combination of what you like and don't like. And I think that's the secret to starting. Get through the rough spots, try with 1 or 2 players you can trust at first, start low level, and don't think long term, campaign world. Think fun night, fun time for all, and get through the mistakes first. Make them, break them, and remember them for next time, because eventually you will run a game where there are no mistakes. And if done right, your players will pat you on the back with some knowing approval, and a hardy, "Damn I had a really great time playing tonight ". Yes there are many things to learn, it can get daunting, research and preparation are your friend, and maybe even getting a partner to help with your weak sides will help run your first adventure. When I forget a rule, I ask my DM as the player how to move forward, cause we agree that no rules can be added to the game, no matter who is running them, UNLESS all players regardless (if they were DMs once) agree on that new rule or ruling. So even if I am running a night, or my Marine buddy is, the rules are constant. Too many new DMs get a god complex and like to say, well in my campaign this is how it is... I have seen players run for the hills in those cases. My Marine buddy likes to give out more healing than the books allow, because he makes the enemy more off the wall as a whole. But that is his strength, we know we're in for a weird time. Where as in our own DMs game, we have so much invested in our people from his attention to detail, we have planned out children and whole family trees, everyone's coat of arms, you name it... we've mapped it out for the future. My strength is a combination of their two styles. I think of what the players needs, what will they enjoy, what will challenge them, and yes what might even kill them if they don't think as a team. And I learn as a player what to include, from what I like, from what I have been through. DMing can be exhausting but it is rewarding. It can be a thankless job, but if done well is one of the most fun. YOU GET TO DECIDE this time out, what they meet, all the backstory, what they will find treasure and rumor wise. What new trap or old one they'll have to prevail against, the possibilities are endless, but don't let that discourage you. Start small, build up, and get some momentum from both your mistakes and your successes. This Roll20 community is special, this is a love of what we have always loved, and for new players just scratching the surface, an explanation of why D&D has stood the test of time. This is a great game from both sides of the DM screen. Hypnos, I am looking forward to your final guide with joy and anticipation. Thank you for doing this, in advance.