There are so many, but your question is extremely broad. Are there any particular parts of GMing you have question about?
However, here's a general tip:
Talk with your players outside of the game. Do it beforehand to set expectations, and during to try to sort out problems that occur during play, and just to get a general feel of how things are going.
Good on you for jumping in! As a new-ish player, I would say, challenge your players, but don't think of yourself as playing against them, if that makes sense?
For example, with monsters & combat, sometimes you want to feed into your players' abilities, not run away from them. That's called "shoot the Monk," because the Monk has a cool projectile redirect ability. Like if someone has Fire resistance, know you can't always use Fire, but also don't avoid it entirely. Reward them for build choices, while mixing in challenges to some weakness, forcing them to think creatively. It can be a balancing act for sure (one I've never tried). But no one wants to feel like the DM is intentionally planning to exploit loopholes in your build regularly, essentially negating your build choices.
Hello and I'm a new DM. I'm starting to make my first campaign? Is there any tips y'all have or just cool things? Thank you!
There are so many, but your question is extremely broad. Are there any particular parts of GMing you have question about?
However, here's a general tip:
Talk with your players outside of the game. Do it beforehand to set expectations, and during to try to sort out problems that occur during play, and just to get a general feel of how things are going.
I want to get better at Making monsters and storys
Don't be too ambitious with your first game. It's easy to set your own expectations too high and then feel overwhelmed.
Good on you for jumping in! As a new-ish player, I would say, challenge your players, but don't think of yourself as playing against them, if that makes sense?
For example, with monsters & combat, sometimes you want to feed into your players' abilities, not run away from them. That's called "shoot the Monk," because the Monk has a cool projectile redirect ability. Like if someone has Fire resistance, know you can't always use Fire, but also don't avoid it entirely. Reward them for build choices, while mixing in challenges to some weakness, forcing them to think creatively. It can be a balancing act for sure (one I've never tried). But no one wants to feel like the DM is intentionally planning to exploit loopholes in your build regularly, essentially negating your build choices.
Best of luck!