Whether or not you're a hardcore nerd, table-top role-playing games can be fun.They can be great waste of time.It depends on a few things.The people you are playing with.The one that's running things has the biggest impact on the game.This is a general guide for beginners and experienced GMs alike.
Step 1: You should take expert advice.
You can find a section on how to run the game on the market.Follow their instructions.The steps hare are more than just tricks.The assumption is that you'll read them in the GM section of the game.
Step 2: Prepare, prepare.
If you're using a pre-made adventure, make sure you re-read the story and know where things are in the reference material.Everything you made yourself should be in one place.You can draw out maps, visual aids, relationship or plot diagrams.You can flesh out outside characters, other areas, and such during play if you double check all the major stuff.You can fly by the seat of your pants.It's important that you have an idea of direction for both the session and adventure.There is no plan that can survive the first contact with the players.At least, not intact.Re-read the rules of the basic system no matter how you run.Cheat-sheets are going to come into play frequently.Things need to be kept organized.
Step 3: There is a venue for your game.
You will usually be expected to provide the venue as well as prepare the game.It's good to have a table, chairs and good light.To help clean up afterwards, ask players to bring what they want.There are lots of pencils and erasers on hand.Sometimes a CD player or laptop with mp3s can be useful.You won't use it as often as you think.If your group uses visualization, make sure to have miniatures and other items for walls, doors, tables, and the like.
Step 4: The players should be introduced to the set up.
When players first arrive in the game, they should discuss their character background, what they want out of it, and their opinion of the current/past plotlines.Character creation will need to happen if this is the first session.If you can get everyone to do this at the same time, the discussion will keep people interested.Start the game as soon as possible after everyone is ready.Don't let people wander aimlessly.If you can, open sessions at a high pace and get people into character.
Step 5: It is hard to start campaigns.
It's your job as a GM to keep things running until people settle into their character personas, and going from creating a character straight to playing them is always going to be a little rough.There are many ways to start a game.Don't forget to avoid the cliches of taverns and mysterious strangers.Unless something is already discussed in character concept, don't tell people that their characters already know each other.It would be better if the first meeting happened during play.It helps define the relationships and gives a more interesting time.The more work you do for each character, the more rewarding it is in the end.Allow them to run into each other over the course of one or two sessions.They might be hostile initially, but don't force friendship.Things will get better.
Step 6: If you're too loose in your GMing, your players will feel adrift and pointless without a plot to follow.
It takes a very rare set of players to make a 'Sandbox' world work.Most will get bored.Being overly controlling will make your players feel railroaded.If they have a valid in-game reason to exist, you can use these feelings for short stretches of games, but they need to be something that can be stopped.Players will get angry and frustrated when they can't make their own decisions because they're no longer involved in the story.
Step 7: Don't tell a player no.
This is a kind of theatre with dice.The game's flow is disrupted by a 'no'.If you have no problem with them doing something you feel would be good for the story, just say 'yes'.To avoid feelings of favoritism, make sure you play fair, though, if this gives one player an advantage.Tell them 'yes, but' if you're not sure if it's something you like or not.Make sure you qualify it.Tell them that it's going to take special effort, or that they can't manage that, but something similar...Tell them 'you can try' if you think it will hurt everyone's experience and make things less fun.Let them try.They are able to roll dice.They may be able to do something.Don't be afraid to tell them that they failed in that case.
Step 8: If someone proposes an action that will ruin your story, ask yourself these questions.
Is there another story I can tell with this?Will it be enjoyable?Is it more fun than the planned story?Is it possible to pull it off?Will the other players like it?Let them do it if you answer yes to these questions.It's less work for you if you can get the players to drive the story.Get a step or two ahead of them by the end to give them a twist and a good reward, and let them run with it.
Step 9: Change things.
Politics and machinations should be fair game, but avoid altering core mechanics.The world should be able to surprise the players, avoiding the feeling games can get when everyone knows everything.Don't reveal your alterations to players and keep your own notes.Tell each one what their character would know.It's a good idea to tell some false information that would come from cultural misunderstandings and lots of colorings of the truth.Let them disagree with their information.
Step 10: Your acting skills should be improved.
Have an evil laugh.You should be a friend to the players and cruel to their characters.Work with individual players on events centered on their characters, from abduction to major alterations to family issues.At one time or another, do this for everyone.Each story can get everyone involved, make the featured player feel special, and develop the campaign all at once.