Several years ago I had the change to take over one of our groups’ game nights as Game Master (the one who runs the game). This allowed me to run a home-brew campaign from start to finish. I’ve never done this before. I’ve run games, but they were irregular, coming every couple of months. This time, I could gain some real experience with running a regular game end to end, dealing with the long-term planning, short-term reactions, and player-game master interactions that all RPG’s involve.
That game ended on a high point, and I got to start a second campaign a short while later. That campaign is moving along at a nice clip, with the players — some of whom were in the first campaign — still enjoying themselves.
If you’re ever thought about running a game, or are just curious about what it’s like, here are three lessons that I learned from my time as a GM.

1. Make every choice awesome
There are times in most campaigns when you will give your party a choice to do A or B (or even more, but let’s stick with two choices for now). But maybe you really want to do one of those choices more for whatever reason. You have a cool map, or a good sequence in mind, or whatever. So you tilt the choice.
Alright, so your choices are to go and raid the orc encampment built into the skull of the dead god, or to decorate the town for the ‘We Love Hay’ Festival.
Not that a festival can’t be fun, but you get the idea. One of those options is clearly the more adventurous choice, while the other is meant to be ignored by the players as it won’t result in fun, experienced or treasure.
So, if your story is coming to a point where you will be giving your party a choice of what to do, make both choices awesome. Sure, maybe they won’t go for the amazing idea, but you know what? That just means you can come bac to it later.
Alright, so your choices are to go and raid the orc encampment built into the skull of the dead god, or to break into the tomb of the Wasp Queen.
See, much better choices. And whatever they don’t do, you can refine and use in a later adventure.
2. Don’t say no unless you have to
There are times when your players will want to do something that will, at first, seem wrong. A good example is building a character that is outside the normal trope of the game (a comedic-based character for a horror game). Or maybe they want to use a spell for something it isn’t normally used for. Creativity is an amazing thing, and it’ll come at you from surprising angles.
Now, as a GM, your first thought may be to say no. That character doesn’t fit the trope. That spell isn’t supposed to be used like that. But, I’ve found it’s better to take a moment and ask: do I NEED to say no?
RPGs involve a fair amount of creativity from everyone involved. You create problems and challenges. The players create solutions. And if they create a solution you didn’t think of, the more power to them.
Now, don’t be afraid to say no if you really don’t think what is being suggested will work. But I recommend that if you do say no, explain why. ‘I see where you’re going, but I don’t think that’ll work here because….’ Turning this into a discussion instead of a decision keeps the players part of the game.
3. Work with your players
It’s one thing for a player to show up with a character who hunting the man who murdered his father. It’s another thing for the man to be a villain in the campaign. It’s so much more personal a game for the players when their characters have a stake in the game.
But this can’t be something that just happens. You and the player need to communicate. The player provides the basic outline and some plot points for you to follow, and tells you what you can or cannot do. And within those guidelines, you have the freedom to incorporate their stories into yours.
Yes, it can be difficult and there will be missteps. But when you pull it off, you will experience some great scenes for the players and the characters.
Are there more?
Absolutely. But I wanted to start with three simple but important ones that I’ve found separate an amateur GM from an experienced one.
I’ll be doing more RPG posts from now on, covering some different topics about RPG from the perspective of design, playing and gaming. But this felt like a good topic to start on.
Cheers!
-Michael




