Any advice for a GM?

AlannaTrebond

Fear the Fluff
Hey, RPnation! I have a question. I like to make roleplays, but I'm not confident in my skills as someone actually running the RPs, although I want to be. So, like it says in the title, I was wondering if anyone had some helpful advice for me?


(Also I didn't know what prefix to use. :/ )
 
I think Roleplay Theory could still work for this. oAo


Just to start off, being a successful RP GM, it could be incredibly difficult (or incredibly easy depending on how you operate). Being able to manage your roleplay can be a daunting task. I'll give a few numbers to list off:



1. Don't get overwhelmed. Sometimes running rps are a trial and error thing. Don't get too upset if one roleplay doesn't work out. Don't get upset if three of them don't. Just keep going to see what works out for you and the players that surround you. This also applies for the opposite effect. Don't get too stressed out if you get a huge influx of people. Roleplays can get pretty big rather quickly if its appealing enough to other players. Just manage it at your own pace, and it should be fine.



2. Keep updating. It is easy to start a roleplay, but maintaining and updating can be difficult. Just like number 1, don't get overwhelmed with the work that may or may not go into it. This includes updating story, locations, characters, and any information that may change depending on how the rp goes.



3. Don't be afraid to reject characters that you feel may not suit your roleplay. I've seen countless times people just accept whatever character sheet just because it was someone that applied. If you really don't like the character, feel like it may not be a good fit, or is inconsistent with what you have set up for your rp, do not be afraid to reject their character. Most people are willing to make changes to fit their character in better. So it might be a good idea to explain as to why they may not fit well so to give them a change to change their character.



4. Communication is key. I've noticed on RPN certain people use OOCs and certain people don't. Its a great way to keep up with your users and see what they think. Its also a good way to make friends that may end up being long-term rp friends. Communication keeps everyone on the same page and active. Don't be distraught if no one replies (or just doesn't reply right away). I am someone that's used to active near-daily communication from my players, so automatically when I get little response, I feel its concerning. But it may not always be the case.



5. Have fun with what you're working with. It is never good when a roleplay stops being fun and becomes a
chore.


I hope this helps out a little bit. Happy roleplaying! ;D
 
Yuuki gave great points and Bone gave a good link. I'll round it out by coming from a different angle.


Figure out how you learn. You may not be confident now, but I'll tell you honestly, you can become great if you commit yourself to being great. Don't let anyone tell you otherwise.


I won't even say you need practice, because the truth is, some people just don't need it. It all goes back to figuring how you learn. You can read tutorials and get great advice all day, but if you don't know how you naturally digest it, then it's going to be all for naught.

  • Explore yourself. Create a role-play and run it by yourself. How do you feel when doing that? Do you wish you had someone by your side? Then you might be a "Teamwork GM" who works and learns best when sharing and going at a role-play with other people. These are the people who get the most out of both studying and doing, as long as they have someone with them.


  • When you create a role-play, do you feel like hanging back, analyzing, and seeing how things go? Then you might fall more to an "Architect GM" who follows research & examples, and adjusts after having time to look how something works. These are the people that don't need practice. They are study-ers. These are the ones that get the most value from tips and guides.


  • When you make a role-play, do you feel inspired or energized when handling it by yourself? You could be a "Trailblazer GM" who needs to experience things first-hand to get it. You have to be the one to go through the trial, to understand how to properly handle it. These are the people that need the most practice and don't get much help from tips and guides. They are doers. To them, words mean almost nothing.


These are the big three categories, and rarely would someone fall neatly into one, but people do lean towards a certain style. It can even be a stepping stair of how you learn. I myself am a Trailblazer first, Architect second, and Teamwork third.


Don't read a guide and get upset if it's not connecting. Maybe being an architect is not high on your list. Don't feel pressured to do things all by yourself just because it's your own role-play. That's perfectly fine; you're probably not a trailblazing type of learner, but a team-worker.


Understanding how you learn, is the key to quickly absorbing and amassing techniques/experience that will get you to where you want to be Alanna. Its the same with real life learning. Some are kinesthetic, some auditory, and some visual. I want to stress this too Alana: don't let anybody force you into their way of learning or make you feel odd for going about things different from what they do.





Commit to being a good GM, figure out how you learn, and use that method to grow your skills by leaps and bounds. You'll have fun while getting better, become excellent at running RPs sooner than you think.


Good luck :5/5:
 
Don't suck.


Well, flexibility is good, but I'd ere on the side of strictness. Patience is a must, lotta idiots in these parts. Being enthusiastic and upbeat is very important. Other than that, just do your best, and screw the rest.
 
Have a plot in mind.


Keep your RPers in check. Don't let them stray too far from what you have in mind and make sure they are still active.


Keep the number of RPers small. I think a common cause of failure is too many RPers. 3-5 is a good range to start.
 
You have a very good question.


Really, I'm sure you have the right stuff' to be a GM because it's a job that anyone can do. It just takes time and attention.


My best advice for you is this: Get an idea of what YOU want your roleplay to be like, where you want it to go, and of key plot events that you may want to happen. Not everyone does this, and it is fine except for things can get amuck pretty quickly. Think of plot like a mountain path, you want to keep climbing, their can be many turns and twists, but eventually you're going to reach the top of that mountain. It's your job to be the lord of the mountain and guide them. You know the path, you just have to lead them. But be open to others ideas, the best part of roleplay is the collaboration and the story that comes out of it. Just make sure that while you're being open to ideas, that you're not letting them dictate you. Some people will throw at you brilliant 'why didn't I think of that?' ideas, and others will give you 'meh' ideas. Be sure to stick with what YOU want.


So just don't let people push you around, and stick true to what YOU want. Keep in mind the types of characters and people that you want in your roleplay, and maybe even write down a guide of what you're looking for. Please don't be afraid to reject people if they don't match your criteria. Rejecting is probably the hardest thing a GM has to do, but if you're polite about it most people won't over-react. You don't have to be a dick or a totalitarian dictator, but your word is law and people have to respect that on this website. Just make sure you're kind and understanding, but not a pushover and you'll do fine!


I hope this tidbit helps ;P
 

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