GM 101 Class

Jan 08, 2009 11:01

I have been asked and am encouraging others in my gaming group to GM some adventures. One already has, and my role was a dual player/ GM assistant. My daughter is one of those people that wants to try it. I have done well enough as a GM, I am guessing, that they see this role as fun. Either that. Or I suck so bad they want to see if they can do better. :)

In case of the latter, I am asking for advice. What would you do to get a new GM started? I will let you know what I plan to do and you can pipe in and let me know what you think and add any alternative methods you think would be helpful or things I should *not* do.

First, I plan on having them read Play Dirty and Robin's Laws. These were invaluable in propelling my GMing to the next level. I have also suggested they watch John's videos, excepting the one on the "bye bye box" as it is a spoiler for a later game I will run.

I have asked them to observe the games that I run and ask questions about it *after* the game. Don't want to ruin the encounter with a GM discussion.

Lastly, I plan on having one-on-one discussions on what they want to run to help them get down the concept of how much gaming of what type can fit in one session. Depending on the game system, the GM's familiarity with them and what the players may do with your plot, this time is extremely variable but predictable once you know what you are doing.

So, what does everyone think? Good plan? Scrap it? Adjustments or additions?

Ready, set, go!
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