Tips and Tricks for the New Game Master (GM) - Part 1
- Tene
- Apr 21
- 11 min read
Perhaps you’ve played a few games yourself and were awed by your Game Master (GM). Maybe, it's been hard finding a GM and you decided to take on the role yourself. Or you might just love creating stories and want to give Game Mastering a shot!
Either way, you’ve stepped up to the plate and undertaken the great task of becoming a Game Master. We congratulate you on your decision! It's no easy feat!

GMs are usually the central pillar of most table-top roleplaying games (TTRPGs). They act as an arbitrator of rules, a facilitator and a storyteller all in one! They are literally the world around the players and all the non-playable characters (NPCs) in it.
GMs both create and shape the story around their players.
So let’s not kid ourselves. Becoming a GM can be overwhelming. It's a lot of responsibility. It's natural to feel a little bit worried. Even experienced GMs still get butterflies before hosting a game! You’re far from alone in the feeling.
But, a good trait of any GM is to constantly improve on their skills and knowledge! Just by reading this article, you’re already on the path to be a great GM!
Let us help you on this journey with some quick tips and tricks for your next (or very first) game!
The Rise of GM Communities
The landscape for GMs has changed significantly from when the first D&D guidebooks were published in 1979.

Back when Dungeons and Dragons (D&D) was practically unheard of, GMs were few and far between. With only the ‘Dungeon Master’s Guide Book’ to rely on, GMs often didn’t have anyone else to turn to.
In the early days of TTRPGs in Singapore, some GMs couldn’t even get hold of the official books. Online forums were also rare. D&D was such a new game, that much of it hadn’t been properly tested or refined either. Many early GMs had to rely on their own understanding of the rules and learn through trial and error.
However, as D&D began to get more popular around the world, these early GMs started to create their own resources. Dedicated forums, groups and even videos start to pop up. Official sourcebooks began to make their way online. GMs started to meet one another to trade stories and experiences.
Most importantly, experienced GMs realized how difficult it could be for someone new trying to become a GM. Official guidebooks started to offer more tips on how to facilitate roleplaying for tables. Video channels solely dedicated to giving GM advice were created.
What once was a solo act has evolved into a passionate community. Several people have even turned it into a full time career!
When it comes to being a GM, there is no better resource than people. Don’t be afraid to reach out to other GMs in your community or through online forums.
If you aren’t sure where to look, pop by any local TTRPG studio. There are bound to be a few GMs hanging around.They will be happy to answer any questions you have (as long as you’re respectful!).
After all, GMing is a craft that needs more love in Singapore.
Where To Get Started
This writeup is going to focus on helping beginner GMs who have some knowledge of D&D already.
If you’re completely new to D&D or TTRPGs, we recommend you check out our Ultimate 2026 Checklist for D&D Beginners.
Consider playing a few games or watching some D&D videos to figure out if GMing is something you’d like to try!
Picking the Right Module
One-shots can provide you a quick insight into D&D mechanics and roleplay. However, for DMs looking to gain more in depth knowledge, a short campaign can give you more time and material to study.
You might be tempted to homebrew your first ever campaign. After all, isn’t it easier if you’re making up the rules? However, that isn’t necessarily true.
In Homebrew campaigns, creating the world, balancing mechanics and setting the pace is entirely on your shoulders. It takes a lot of experience in game design to do all this well. For beginners, it is better to rely on pre-written modules. These will help teach you the basics of the rules, world-building and exploration.
You also learn which parts of the story you can improvise or add your own additions to.
However, it is important to remember that no story will play out perfectly by the book. It's a common testament of D&D. Your players will do as they please. It is the GM’s duty to help mold the story around their player’s decisions.
Luckily, most beginner modules also come with a library of knowledge and advice built from the experience of hundreds of beginner GMs that came before you. Don’t be afraid to tap into that.
Hopefully you’re convinced about running a pre-written module now. If you’re keen to try out a pre-written module, here are a few good modules to look into. They all start out your players as level 1 and touch on different pillars of D&D.
Lost Mines of Phandelver

One of the common beginner modules, Lost Mines of Phandelver (LMOP) is a great beginner module. It is a simple and short adventure that takes you through the town of Phandelin. Players will try to uncover the secret of the lost mine, known as Wave Echo Cave.
This is a great starting point for GMs. The module brings you through the three pillars of D&D; exploration, socialization and combat in a guided manner. Phandelin acts as a sandbox for your players, with various side quests that help progress the main plot. The starter kit also comes with premade characters if you’re worried about balancing.
That being said, it does have its cons. The first combat of LMOP can be brutal on new players. GMs will either need to fine tune it or provide alternatives to a total party kill (TPK) scenario.
At times the world can be too structured, making it hard for new GMs to innovate on the story with their own ideas. Luckily, as one of the older modules, LMOP has a wealth of experienced GMs eager to leave their own advice for you to follow.
Dragons of Stormwreck Isle

Another good beginner module, Dragons of Stormwreck Isle (DOSI) gives a bit more freedom to the new GM. On its own, the module is a typical adventure to the mysterious Stormwreck Isle. Players get to face off against the titular ‘Dragons’ in ‘Dungeons and Dragons’.
The module takes GMs through the basics of D&D as always, but offers more opportunity to improvise. The initial story is a standard tale of heroism, but new GMs are encouraged to add their own spin to it. Because it is so simple, there is ample opportunity for GMs to change, remove or add parts to the story. This helps new GMs learn the art of improvisation and story telling.
However, on the flip side, this can also be tricky for new GMs. Those looking for a more guided experience for their first table might consider other modules. Compared to other beginner modules, it is also notably on the shorter side. Just like LMOP though, due to its age, there is a lot of information on how to spice up the module by other GMs online.
Dragons of Icespire Peak

A bit more of a rare beginner module, Dragons of Icespire Peak (DOIP) combines the pros and cons of the previously mentioned modules. Taking place near Phandelin, players are tasked with protecting the town from the wrath of the white dragons.
GMs sometimes run DOIP after LMOP since they share the same locations. Similarly, they share a more sandbox based gameplay. Players have various quests they can accomplish..
Unlike LMOP, DOIP provides a bit more freedom for innovation and story telling. It also introduces the sidekick mechanic for GMs to learn.
However, it is often a module that needs a bit more effort on the GMs part. It is typically described as being more disjointed in terms of story. GMs will need to rely on their own skills to tie everything together. The sidekick mechanics can also be initially overwhelming if its your first ever campaign.
Running Session 0
Some of you might be scratching your heads. You might have not heard of session 0 before. Or you might be wondering why you need a session 0 at all.
A session 0 is a meeting that takes place before session 1. It is often used to;
Establish boundaries, limits and veils
Manage player expectations
Create player characters
Set meeting times for sessions
Set tone and expectations for the adventure
A good session 0 encourages both GMs and players to be committed to a campaign. It is where GMs nip any potential problems in the bud. It can be the difference between a campaign making it all the way to the end and campaign falling off at the first obstacle.
Players also get an idea of what a campaign is about. Session 0 builds excitement by giving them the tools to create their characters early on. You can also help tailor backstories to fit in with your campaign’s premise.
Essentially, session 0 is designed to make your life easier in the long term. So don’t skip it.
The official D&D source books do provide some advice on how to run session 0. However, for more tips on running an effective session 0, keep an eye out for TableMinis’ ‘Running an Effective Session 0’ workshop.
Preparing before Session 1
You’ve managed to run an amazing session 0! Congratulations! Your players are hyped up and ready to dive into the game. What do you do now?
Read The Module
First, make sure you’ve actually read the module that you’re running. You don’t need to memorize every page, but make sure you know the summary.
Read up on the first chapter again before your session 1. Have an idea of what events are going to happen to your crew and what NPCs they are going to interact with. Knowing the module well will also help you improvise when your players inevitably go off-track!
Prepare Your Maps
You’ve probably seen videos of GMs decorating their table with massive terrain pieces or an army of props. Some GMs have transformed their table into a virtual table top with animated landscapes. It is very impressive.

However, as a new GM, you probably don’t have access to such props. Nor should you start spending on these extra accessories. These props are a can be nice-to-have, but they aren’t necessary. So what should you do?
There are two methods you can employ:
The first is using theatre of the mind. This is just a fancy way to say ‘use your imagination’. This is great for simple locations like a tavern or house. Paint a picture of the world around your players with words and let them describe how they interact with it.
Avoid being too detailed with your descriptions. You’re not reading them a story book. You’re simply giving them an idea of what they can interact with. Your players will fill in the blanks themselves.
For combat scenes, theatre of the mind may not be detailed enough. For that, you need to turn to theturn the second method: using grid maps. These can be as simple as a piece of paper with squares drawn onto them, a whiteboard or simple printed maps.
The squares help players picture distance. You can also draw obstacles onto the map to indicate cover or blockades. Paint the scene with your imagination again, the map is just to keep track of player positions and enemies.
Have an idea of what your combat scenes are going to look like before your session 1.
Know Your Player Characters
Make sure your players show you their character sheets and backstories. Do a quick study of their characters. You don’t need to figure out how they fit in the world completely. You just need an understanding of their motives and abilities.
If you had a session 0, characters should already have some plot hooks to get them involved in the story! You can slowly integrate their stories into the main adventure over time.
Don’t be afraid to ban any abilities or spells that don’t fit your world. For example, if a character flying would make it super easy to dodge every single encounter, then ban flying characters and abilities. Some GMs have a list of spells they regularly disallow (Looking at you, Silvery Barbs).
If you’re not sure of what might break a game, then seek advice or let it slide and learn from experience! You’ll have some great game-breaking stories to tell your fellow GMs after!
Get Some Dice And Take Notes!
Your players aren’t the only ones who need dice. The GM needs to roll for their monsters and NPCs too! Make sure you have one set of dice that you can hide behind a screen for some anticipation!
Likewise, ensure you have something to help you take notes when you aren’t narrating. This can be a simple notebook or your electronic devices. Try to avoid taking notes where players can see you.
Consider investing in a GM screen or making sure you have some cover!
Relax And Get Some Snacks!
Finally, take a breath! You’ve prepared, studied and done your best! You’re going to be a great GM!
If you’re playing a session with friends, ask them to bring their favourite snacks! You’ve done the hard work of planning out this campaign, the least they can do is bring something tasty! Having people contribute to a session also helps build a sense of investment in a campaign too!
The only thing left to do is sit down and start playing!
Helpful Resources
Here are some helpful online resources you can turn to during your gameplay
The official D&D website for all your reference material! It also helps host character sheets. Only the core races and classes are available for free. All information is still official, allowing easy reference for both players and GMs. This is a great way for players to track their inventory and status during games as well. GMs can also create campaigns if they have a membership. This lets them check in on their player sheets freely.
An encyclopedia of all D&D rules, Monsters, items and Spells. 5e Tools is a wealth of information for both GMs and players. It also hosts a loot generator and Challenge Rating calculator for those looking to homebrew some aspects. It can also be integrated with some Virtual Table Tops for online games.
The fight is over. Monsters scatter the battlefield. The first thing your players say is ‘Loot’! But you haven’t prepared any loot! That’s where DNDSpeaks comes in with its handy roll tables. Your players will never want for loot again! (Well they always will, but we can’t limit player greed.) Loot aside, DNDSpeaks also contains lists for deciding species traits, backstory and landscapes.
Online VTTs
For the terminally online GM, virtual tabletops (VTTs) such as Roll20 or Foundry exist. They provide a whole library of maps and token pieces. Players can move their characters accordingly and keep track of their inventory and status.
They do require a bit of a learning curve to master though. Most of their source material is also locked behind a membership or paywall. Still, they can be extremely helpful for those lacking physical maps.
Game Master Courses
Lastly, if you’re still nervous about your GM skills, consider going for a course! Many TTRPG studios offer Game Master courses for both new and experienced GMs.
TableMinis offers a Game Master Series that focuses on different aspects of being a GM. From running your session 0 to dealing with chaos players to improvising on the fly. Experienced GMs share their insights and experiences.
Thank you!
Being a Game Master is no easy feat. It is a lot of responsibility. However, it is also one of the most rewarding experiences out there. There is nothing better than seeing your hard work pay off in the enjoyment of your players.
With the ever evolving landscape of TTRPGs, new resources are also cropping up every day. The D&D space is thriving with both new and old players alike. Whenever someone steps up to become a Game Master, the community grows.
We can't wait to hear about your experience and answer any questions you might have!
We wish you well on your journey and to all the amazing games you will host! May the dice ever roll in your favor!
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