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Your First Time Behind the Screen: Essential Tips for New Gamemasters

Introduction: A New Role, a New Adventure


Stepping behind the Gamemaster's screen for the first time is a thrilling, and frankly, terrifying experience. You may have seen the world from the player's perspective, but it's your turn to be the storyteller, the world-builder, and the referee. The prospect of having all eyes on you, waiting for your next description or ruling, can be enough to make anyone's palms sweat.


My own first proper time was a glorious, chaotic mess. I spent hours meticulously planning every single encounter, only for my players to come up with options and plans I never even thought possible. One of my players decided to hide in a barrel during the whole of the first fight, then eventually burst out to cast a fire spell and set the woods on fire.


In the moment I was stressed, panicked and I was worried that all my players were not having fun. However, after the evening I asked every one if they enjoyed it and they all said they had an amazing time, "when are we playing next?" What I did not realise until afterwards was that they had no idea I had got this rule wrong, or didn't plan for that to happen, they just experienced the story that was told not knowing what was behind my GM screen.


That is the beauty of of it, the goal isn't to run a perfect game, it's to have fun, and as long as your players are engaged and having fun it doesn't matter what actually happens in the game. This guide is built on that principle - to give you the tools you need to feel confident and, most importantly, enjoy your time behind the screen.


The Golden Rule: Don't Over-Prepare


This is the most common mistake new GMs make. You want everything to be perfect, so you create a detailed plot and write out pages of dialogue. The problem is, your players are almost guaranteed to go in an entirely different direction. Remember this is not your story, this is everyone's story, so don't try and write a movie.


  • Plan Situations, Not Scripts: Instead of planning a rigid plot, focus on creating compelling situations. Think of a TTRPG session like a heist movie - you know the location, the goal, and the characters involved, but the fun is watching the players figure out how they'll pull it off. For example, instead of writing "The party must go to the goblin cave and kill the boss," try "A band of goblins is kidnapping travellers on the King's Road. What will the party do about it?" This simple shift in mindset allows for endless player-driven solutions.

  • Give NPCs a Life of Their Own: Give your non-player characters (NPCs) simple, clear motivations. A greedy shopkeeper wants to make a profit. A local guard is secretly in love with the town mayor. These simple agendas make your NPCs feel real and makes running them as a GM easier; instead of following a dialogue tree, like in a video game, because you know their motivations you can organically react to the player character's interactions.


Running the Game: It's All About Flow


Once the game is in session, your job is to keep the narrative moving. These tips are all about facilitating a smooth, engaging experience.

  • Learn to "Fail Forward" A failed dice roll doesn't have to mean the action stops. Instead of "You failed to pick the lock, so nothing happens," try "You fail to pick the lock, but the latch clicks loudly, alerting the guard on the other side of the door." This turns a failure into a new challenge, pushing the story in an exciting, unexpected direction.

  • "Yes, and..." The Power of Improvisation Embrace player creativity. The phrase "Yes, and..." is a cornerstone of improv comedy and a GM's best friend. When a player asks to do something outlandish, don't say no. Instead, say "Yes, and..." and explain the check they need to make to see if it works. "Can I jump on the dragon's back?" "Yes, and you'll need to make a DC 18 Acrobatics check to hold on!"

  • It's ok to say no...Impossible Rolls A trap that new GM's sometimes fall in to is that the players and the GM think that a high roll or a critical role means you can perform impossible actions. The bard wants to convince the Ancient Red Dragon to give the party all its gold and rolls a natural 20, its just not going to happen because nothing could ever convince a dragon to part for their hoard willingly.

  • "I want to try"...not..."I want to roll" As a GM your role is to tell the players how the world/story reacts to their characters actions. Try and encourage your players to describe what they want to do and them tell them what they need to roll. This keeps the players in the story and not thinking about meta game mechanics, this encourages more creative problem solving.

  • Don't Get Bogged Down by Rules You are not a walking rulebook. Reassure yourself that it's okay not to know every rule. If a player asks about a specific obscure rule, make an on-the-spot ruling that feels fair, tell the players you will look up the official rule later, and keep the game moving. This prevents you from breaking the flow of the session and shows your players that having fun is the priority.


The GM is a Player Too!


Your players are there to have a good time, but so are you. Avoiding GM burnout is a real concern, so make sure you're enjoying the process. Don't be afraid to take a break when you need to, or ask your players for help tracking things like initiative or monster health. Consider running a pre-written adventure from a starter set for your first few sessions to get a feel for the rhythm of running a game without the pressure of world-building.


Creating a Safe & Welcoming Space


Being a GM is about more than just rules and monsters; it's about making sure everyone at the table feels comfortable, respected, and heard. As the GM, you are the facilitator of a safe space where players can fully immerse themselves in the story.

The "Session Zero" is a Must


Before you even roll the first dice, schedule a "Session Zero." This is a non-game meeting where you and your players discuss expectations, boundaries, and comfort levels. Use this time to:

  • Discuss themes and content: Ask your players what topics or situations they are not comfortable with (e.g., spiders, horror, certain types of violence).

  • Establish a safety tool: Introduce a simple, agreed-upon safety tool like the X-Card. The X-Card is a physical card or symbol that any player can tap at any point to signal that they are uncomfortable with the current content. When the X-Card is used, the GM should immediately stop the scene and move on.

  • Clarify expectations: Talk about how you'll handle player-vs-player conflict, what level of roleplaying is expected, and how to give feedback.


These discussion might sound big, important and serious debates but shouldn't be. They should be a safe and relaxed environment for players to let other players and the GM know if they are afraid of spiders for example; so they definitely would not enjoy the Spider's Den encounter you have planned.


Communicate Openly and Often


Encourage your players to give you feedback, both during and after the game. A quick "How's everyone feeling?" at a break can make a huge difference. Remind them that they can always message you privately if something comes up.


Be an Active Ally


As the GM, you set the tone. Actively enforce the table's safety policies and step in if you see behaviour that makes others uncomfortable. Ensure everyone gets a chance to speak and roleplay, especially quieter players who might be less inclined to jump into the spotlight. A safe table is an enjoyable table for everyone involved.


Quick-Fire New Gamemaster Tips


  • Don't say no, say "How?" When a player wants to do something wild, ask them how they're going to attempt it.

  • Use simple voices for your NPCs. A change in tone or pace is more memorable than a complex accent.

  • Give enemies clear goals. The goblin isn't just fighting; it's trying to protect its hoard, get help from its friends, or just run away.

  • A villain's monologue is an invitation to attack. Keep them short and sweet.

  • Describe with all five senses. What does the cave sound like? What does the potion smell like? This makes your world feel real.

  • "What do you do?" is a powerful question. When the players seem lost, toss the ball back to them and see what they come up with.

  • When in doubt, roll with advantage. If a player has a good idea but a dice roll is needed, a little bonus can make them feel heroic.


Conclusion: A Journey of a Thousand Rolls


Remember, no one expects you to be a master GM from day one. You'll make mistakes, you'll forget a rule (I will never remember the rules for Grappling), and your players will do things you never saw coming. Embrace the chaos, learn as you go, and collaborate with your friends to tell a story you will all remember.

So, take a deep breath, grab your dice, and get ready for your next big adventure.


Already run your first adventure or a veteran GM? What was the hardest part about running your first game? Which one of these tips did you find most useful? Let me know in the comments below!


Come back next time as we focus on the players and how to create amazing and memorable TTRPG characters.

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