This article will walk you through the basics of how to start DMing, from prepping your first session to creating a full homebrew campaign. Becoming a dungeon master, or DM, is both exciting and intimidating. As the DM, you guide the narrative, control the NPCs and monsters, and ensure a fun and memorable experience.
Running the game is a lot of effort; but when you create an epic experience, it’s also incredibly satisfying. Whether you're stepping into this role for the first time or looking to refresh your skills after a long break, you'll find practical advice and resources to help you succeed.
Managing Expectations as a Beginner DM
Your idea of what being a DM is like might be informed by a lot of things, from your personal experience as a player to famous examples from movies and streaming shows.
First of all, let’s talk about what your players expect from you:
- Clear explanation of the situations they encounter. Exciting, cinematic descriptions and fun character voices are great - but if they can picture what’s happening, it’s enough.
- Fair, honest adjudication of the rules. That’s a big word, but it really just means making judgment calls for success or failure, based on the rules of the game.
- Table or player management. Making sure everyone is included, feels safe and respected, and any conflicts are addressed quickly and fairly.
Now let’s talk about your own expectations about your responsibilities as a DM. Here are a few things you do and don’t need, as a beginning dungeon master:
- You do need to be familiar enough with the rules to confidently explain the basics and avoid lengthy interruptions.
- You don’t need to have the entire Monster Manual or Dungeon Master’s Guide memorized. It’s fine to use cheat sheets, index cards, and digital tools.
- You do need to be assertive enough to handle a disrespectful player or someone not leaving space for others to contribute.
- You don’t need to be a professional voice actor, (or even do character voices at all, if you don’t want to).
- You don’t need a huge collection of polyhedral dice, maps, and minis… (But you will want one anyway).
Planning Your First Adventure
Pre-made vs. Custom Adventures
For your first session, consider using a premade adventure. These are professionally designed and can save you time while you’re still learning the ropes. Once you’re comfortable, you can start creating your own homebrew adventures tailored to players’ interests and backstories.
Writing an Original Adventure
If you want to keep things informal with your first adventure, start with a simple structure. A classic format includes an introduction (the hook), a few encounters (challenges), and a climax (the resolution). This helps keep the story focused and manageable. It’s smart to start small, with a one-shot (single session) adventure, then build to full multi-session campaigns.
Incorporating Player Backstories
Working player backstories into your adventure adds personal stakes. You can ask your players to provide you with a brief backstory for their characters and look for ways to weave these elements into your plot.
If this feels like too much when you’re first starting out, you can totally skip it.
Preparing for Your First Session
Choosing the Right System or Edition
If you’re like most new dungeon masters, you’ll probably start with the most popular game and edition: Dungeons & Dragons 5th edition, or DnD5e. And with good reason; tabletop RPGs have exploded in popularity since the launch of 5e. Many beginners find DnD5e to be very accessible. Also, there are tons of helpful resources for this version of D&D.
However, maybe you’re moving from player to gamemaster because you’re ready to move on from D&D or 5e. If that’s the case, there are tons of options in other game systems! Be sure to check out our
Guide to Simple Roleplaying Games if your priority is finding something fast and easy to learn. Or our article on
Games Like Dungeons & Dragons if you are looking for a system that’s more interesting, or a better fit for a different genre.
Once you've chosen a system and edition, gather the necessary rulebooks and resources.
Learning the Basic Rules
Before you can effectively run a game, you need to understand the basic mechanics. Spend time reading the core rulebooks, focusing on sections that cover the fundamental aspects of gameplay, such as combat, skill checks, and magic.
Picking a DM Play Style
Developing your style and skills as a dungeon master is a process that can take years. When you’re just starting out, it’s helpful to think about what you want to try.
- Do you want to try a sandbox approach, giving your players total freedom but demanding more improv on your part?
- Or do you want to try a narrative approach, with predetermined plot points, offering clues and hooks to ensure your players unlock the story you’ve prepared for them?
- Do you want to describe non-player characters (NPCs), roleplay them, or a mix of both?
- Do you want to run games “RAW” (rules as written) or follow the “rule of cool” (allow for bending rules if it will make the session more fun)?
- Do you plan to run sessions with maps and miniatures, or “theater of the mind” (pure description, using estimated distances).
Knowing how you intend to run the game before you actually run the game will make your first session less stressful. And you can let players know what to expect, too.
Setting Up Your DM Space
A well-organized DM space can make a big difference. Ensure you have a comfortable place to sit with all your materials within easy reach. Use a screen or divider to keep your notes and surprises hidden from the players. Good lighting and a tidy space will help you stay focused.
Essential Tools and Materials
To run a session smoothly, you'll need a few essential tools and materials:
- Rulebooks: Core rulebooks and any supplemental materials.
- Dice: A set of polyhedral dice for you and your players.
- Maps and Miniatures: These help visualize combat scenarios.
- Notebooks: For keeping track of player actions and story developments.
- Digital Tools: Apps can assist with everything from initiative tracking to sound effects.
Tips for Quick Referencing During Sessions
During a session, you’ll often need to reference rules quickly. Use bookmarks, sticky notes, or digital tools to mark important sections of your rulebooks. Create a cheat sheet of commonly used rules and mechanics for easy access.
Running a Campaign in World Anvil
This is an area where World Anvil really shines. Our Campaign Manager keeps maps, lore, and session notes in a single browser tab. You can create quick links to stat blocks, make virtual dice rolls, and embed media like sound effects to create a more immersive atmosphere.
You can learn more here:
Running the Game
Session Zero: Establishing Expectations
Before diving into the adventure, hold a session zero. This session is an opportunity to discuss the game’s tone, setting, and rules with your players. Establishing expectations early on helps avoid misunderstandings and ensures everyone is on the same page.
It also gives you the opportunity to introduce safety tools, like “lines and veils” or X cards to handle sensitive content and situations.
- A “line” means the player doesn’t want any mention of a sensitive topic, like self-harm, or child abuse. It’s a hard line they don’t want to cross.
- “Veils” means they’re comfortable with talking about something in general terms, but don’t want it described in detail or roleplayed.
- X cards are index cards with a red “X” on them that players can raise if the session is veering into content that makes them uncomfortable - so you can redirect the narrative.
Pacing and Timing
Maintaining a good pace is crucial for keeping players engaged. Balance action scenes with moments of exploration and interaction. Be mindful of the time, especially if your group has a limited play session.
Also, remember to work in breaks! People need snacks, drinks and bathroom breaks during a session that lasts longer than an hour or so. And they may feel uncomfortable bringing it up.
Handling Unexpected Player Actions
Players will inevitably do things you didn’t anticipate. Embrace the unexpected and be ready to improvise. This flexibility can lead to some of the most memorable moments in your game.
Wrapping Up
Becoming a DM is a journey of creativity, learning, and fun. With preparation and practice, you’ll become more confident in your role and create unforgettable adventures for your players. Use the resources and tips provided in this article as a foundation, and don’t be afraid to seek out further learning opportunities.
For more ideas and guidance, check out related articles for
DM Tips and Advice on:
- DnD Campaign Ideas for New DMs
- DnD Settings: Which One Fits Your Party?
- Designing a Monster Lair
- Choosing a Simple Roleplaying Game
- Guide to Games Like Dungeons & Dragons