Rather than reselling every RPG I don't play, I want to find a way to give unplayed materials to people who will use them.
rpgaday
RPGs thrive on flexibility: hold the rules firm where needed, but let the rest bend to fit the table and situation.
Learn what your players want, build adventures around those desires, and make the characters work to earn them.
Be direct with your fellow players and GM about what you want; no one can reliably guess and make it happen for you.
Characters and NPCs need a little more intensity than real people: the troublemaking rogue is the one everyone remembers.
Rather than projecting perfect composure, share your uncertainties and questions with the table to make better decisions together.
New GMs should plan for shorter sessions and arcs than they expect; player endurance and long campaigns both have limits.
A living campaign world should take notice of player actions as well as the moves made by factions and villains.
Strain can come from awkward loot, inconvenient allies, difficult escort jobs, or player secrets—but a little goes a long way.
Loss is an underused tool at my table; taking away something assumed permanent can prompt a character's reinvention or innovation.