If you're unsure how to DM, then be a player for a while. Read the manuals. Ask specific questions on the forums. Seek help or guidance from more experienced DMs.
Additionally, run a pre-made module for your first campaign. I don't care how much you want to make an original adventure, your first one as a DM should be a pre-written, official module. Trust me on this.
But if you don't know how to play the game, then learn by being a player, not by being a DM. DMing is a massively labor intensive role, and no one can go from having never played or read the PHB and DMG to being a DM.
The best advice I have is this: To become a good Dungeon Master, you first need to learn to be a good Player.
EDIT: I am making a large number of assumptions in this post. Please don't find me demeaning because I can't tell how much experience you have with the game.
Watching other DMs in action helped me a lot as a green DM. Also, learning that it's 100% okay to make mistakes about rules as long as you're open with your players about them. "Sorry, I made you roll at disadvantage because I misunderstood the exhaustion rules. Last session stands, but moving forward, we'll do what the book says." You're going to make bad calls; we all do. It's okay.
The DDB encounter builder helps you make combats that are reasonable. It's not perfect, but it should give you a place to start. Looking at published adventures' combat encounters is also a good place to start, since those have been playtested.
Also, rather than jumping into a campaign, you might want to wet your feet a little with some published one-shots, then move onto homebrew one-shots to gain some confidence. Much more forgiving to a newbie! A one-shot is also nothing like a campaign, so a published module like Lost Mines of Phandelver would be a friendlier beginning than a full homebrew campaign. I also strongly recommend you avoid running Rime of the Frostmaiden or Tomb of Annihilation until you have a better handle on DMing. Open-world campaigns are very hard when you have little experience under your belt.
The Player's Handbook and the Dungeon Master's Guide are great resources, and reading them repeatedly can only help. I've got some decent DMing experience under my belt and I still flip through the DMG for clarification on rules, lore, and other game mechanics.
It's scary, on this side of the table, but it can be very rewarding, too. Good luck!
Watch some online D&D play throughs. Critical Role is a popular one but there are lots of others. This will help you learn the game before you even come to the table. Read through the rules, (player and DM guide if you want to DM).
As far as the dark vision question: You should know if your players have dark vison. If they do, then reveal the map (or describe what they can see) based on their position. If no one in the party has dark vision, just ask them what they are doing for a light source then reveal/describe as normal. If it's mixed, do the first part I mentioned and tell the others that they see nothing unless they light something up.
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How do you make fights and the rest of your campain proper?
How do you do dark vision?
If you're unsure how to DM, then be a player for a while. Read the manuals. Ask specific questions on the forums. Seek help or guidance from more experienced DMs.
Additionally, run a pre-made module for your first campaign. I don't care how much you want to make an original adventure, your first one as a DM should be a pre-written, official module. Trust me on this.
But if you don't know how to play the game, then learn by being a player, not by being a DM. DMing is a massively labor intensive role, and no one can go from having never played or read the PHB and DMG to being a DM.
The best advice I have is this: To become a good Dungeon Master, you first need to learn to be a good Player.
EDIT: I am making a large number of assumptions in this post. Please don't find me demeaning because I can't tell how much experience you have with the game.
What does this even mean?
Watching other DMs in action helped me a lot as a green DM. Also, learning that it's 100% okay to make mistakes about rules as long as you're open with your players about them. "Sorry, I made you roll at disadvantage because I misunderstood the exhaustion rules. Last session stands, but moving forward, we'll do what the book says." You're going to make bad calls; we all do. It's okay.
The DDB encounter builder helps you make combats that are reasonable. It's not perfect, but it should give you a place to start. Looking at published adventures' combat encounters is also a good place to start, since those have been playtested.
Also, rather than jumping into a campaign, you might want to wet your feet a little with some published one-shots, then move onto homebrew one-shots to gain some confidence. Much more forgiving to a newbie! A one-shot is also nothing like a campaign, so a published module like Lost Mines of Phandelver would be a friendlier beginning than a full homebrew campaign. I also strongly recommend you avoid running Rime of the Frostmaiden or Tomb of Annihilation until you have a better handle on DMing. Open-world campaigns are very hard when you have little experience under your belt.
The Player's Handbook and the Dungeon Master's Guide are great resources, and reading them repeatedly can only help. I've got some decent DMing experience under my belt and I still flip through the DMG for clarification on rules, lore, and other game mechanics.
It's scary, on this side of the table, but it can be very rewarding, too. Good luck!
Watch some online D&D play throughs. Critical Role is a popular one but there are lots of others. This will help you learn the game before you even come to the table. Read through the rules, (player and DM guide if you want to DM).
As far as the dark vision question: You should know if your players have dark vison. If they do, then reveal the map (or describe what they can see) based on their position. If no one in the party has dark vision, just ask them what they are doing for a light source then reveal/describe as normal. If it's mixed, do the first part I mentioned and tell the others that they see nothing unless they light something up.