Store GM Training

By drbraininajar, in Game Masters

Hey guys. As an employee at my FLGS, one of the best parts of my job is that I get to run both our in-store D&D campaign and our in-store Star Wars campaign. However, I'd like to free myself up to demo some different RPGs both I and the store management are excited about. I figure the best thing for me to do is, at the end of our current campaign, elevate one of the players to GM status. I'm looking for some tips on how to effectively get the potential candidate up to speed and ready to GM for a store group. I'm working on a sort of bullet list of things to make sure they know, but I'd like as much advice as possible.

One thing that helps me is explain why I made certain GM calls or why I went somewhere with the the plot. You don't have to break in-game to do it, but maybe when an adventure wraps up you can ask questions and provide feedback to why you made certain decisions.

3 Steps:

  1. I do, you watch (at least 1 session, he just observes you...works best after he's played for a while. Be transparent about what you're doing)
  2. We do together (co-GMing, with you becoming more and more hands-off, 2-3 sessions)
  3. You do, I watch (you are a PC and he is a GM--you don't give input during the game! It's your job to be encouraging at this point)

To build onto Awayputurwpn's advice. I listened to a lot of live plays. There are a ton of amazing GMs willing to record their games. I just listened to how they reacted to their players suggestions and how they handled various situations. I asked why he did it that way and if I would have done it differently.