Kobold Press goes over how to help ensure your player is getting the chance to really engage with your one-on-one game through co-creation.
Gnome Stew goes in-depth on how to engage players as pseudo-DMs in your own games, giving them more creative freedom and input and reducing the load on yourself.
Out of the box, Dungeons and Dragons’ major game mechanics are largely focused on combat and role playing, in that order. Master the Dungeon talks in detail about other types of game mechanics, from emergent to improvised, and how to implement them in your games.
How to distribute loot to your players in DnD doesn’t just revolve around tables and what items to give. It is about how you do so. Level Up Corner goes over how to make sure you distribute loot fairly and funly.
Master the Dungeon goes in-depth on how to not "deal with" the min-maxers at your table, but learn to love them instead, and the real problems behind the notorious stereotypes.
In Dungeons & Dragons the dungeon master gets to break the rules, but only so much. The amount of breakage varies from group to group. DM David discusses the 4 unwritten rules that no DM should ever break.
Dying in D&D is momentous. A big part of what makes the game fun is creating a character, investing in them, breathing life into them, and watching them grow from session to session. Scroll for Initiative talks through how to handle that character losing their life.