1.) Keep a lookout for GMs in need of new players, basically everywhere you can. Besides roll20 you might also try out sites like <a href="http://www.infrno.net" rel="nofollow">www.infrno.net</a>, forums.rptools.net and of course <a href="http://www.atomicthinktank.com" rel="nofollow">www.atomicthinktank.com</a>, which is the official M&M forums. 2.) I'm currently running a campaign that's more street level. While the heroes are PL 10, which is as powerful as your general Marvel superhero (maybe not the main members of the Avengers though, they're a bit more powerful), their adventures are more down to earth. Instead of saving the Earth from all kinds of threats they're more running around the streets solving all sorts of mysterious crimes like murders, catching drug lords, investigating a corupt goverment agency,...things like that. They have saved the city a couple of times as well, but as of now they have yet to encounter any world encompasing threats. 2a.) For the players the combat is not all too lethal. Usually I give them enough hero points so they can make rerolls in case they make a terrible save. They'd have to be very unlucky (or stupid) to actually die. For NPCs it's a completely different story. A fellow superhero NPC has already died because of a poor roll I made and I generally keep it that way if it happens. I also like a bit of realism, so if you punch a normal person (as in: with no powers or special training) with superstrenght, it's very likely that his head is going to fly off. My players have killed several people by accident already and they have figured out that when dealing with the "normals" they should hold back a bit not too cause any lethal injuries. 2c.) My current campaign is set in the early summer of 2012. 2d.) The tone of the campaign varies from session to session as I like to switch it up to keep things fresh. Most of the time the tone is rather grey, somewhere in between four colour and grim & gritty. But again, it varies from session to session. Sometimes I'll keep everything very serious, like when they're investigating a murder, but othertimes I like including a little bit of humour and pit them against more comical vilains. I also intend to take them into space in the future. So yes, the tone varies. 3.) You probably already know about the mutantsandmasterminds.com right? It has plenty of free stuff you can check out. Especially the one depicting a fight between Batman and Bane is very good if you're still learning the rules. Here's the link: <a href="http://www.mutantsandmasterminds.com/mutants_masterminds_news_archives/2012/07/dc_adventures_q_1.php" rel="nofollow">http://www.mutantsandmasterminds.com/mutants_masterminds_news_archives/2012/07/dc_adventures_q_1.php</a> By they way, do you know the Vigilance Press and Punching for Justice podcasts? They talk about M&M all the time and also run game sessions. Here are their respectives URLs: <a href="http://vigilancepress.podbean.com/" rel="nofollow">http://vigilancepress.podbean.com/</a> & <a href="http://www.punchingforjustice.com/" rel="nofollow">http://www.punchingforjustice.com/</a> Even someone like me, who has been GMing for quite some time, has picked up a thing or two from listening to the Vigilance Press podcast, especially the actual play sessions. That's all I can think of for now, if you have any specific questions, feel free to ask.