A one-shot is an adventure that starts and ends in one session. The Friendly Bard goes over some tips and tricks for running one-shots at your own table.
So, you had a couple of DnD sessions. You got into the hobby, the party is waiting for the next session, everything swell, right? Like any other hobby, everybody can improve in their craft, and being a Dungeon Master is not an exception.
What do you do when the player in a duet game is stuck or unsure of what to do next? How do you help your player be more decisive and sure in one-on-one D&D, especially when they don’t have other players to bounce ideas off of?
XP to Level 3 responds to The Runesmith's video, and discusses why D&D isn't as slow as you might perhaps think.
Are overpowered spells in D&D a problem DMs should address? Or is it okay for some spells in D&D to just be really powerful? The DM Lair gives his thoughts on some ways you can help manage spells that blow your game balance out of the water.
For long-running campaigns, quite a few GMs will provide a document that ranges from one page to several pages to set the stage for the players. Gnome Stew talks about how to prepare similar documents for one-shots in a useful, easily-consumable way.
Cliffhangers are great. There are all kinds of cliffhangers, but two significant ones for RPGs are unresolved peril and the escalating bang. The Alexandrian covers how to apply both kinds of cliffhangers when running your own games.
Thousands of questions can assail the minds of new GMs and players wanting to get in on their first tabletop RPG. Perhaps the most asked question of all, and definitely a crucial one, is, "Where do I begin?" That question, and a great many others, can be answered in what has come to be known as Session Zero.