8/11/2025

So, you’ve decided to take the plunge. You’re grabbing the Dungeon Master’s screen, a fistful of dice, & a wild idea for a story. Welcome to the best seat at the table. Being a Dungeon Master (DM) is, in my opinion, one of the most rewarding experiences in gaming. You get to be the storyteller, the world-builder, & the guide for your friends’ epic adventures. But let’s be honest, getting started can feel like staring down a dragon with nothing but a rusty dagger.
Especially when you’re not just a new DM, but you’re running a game for a table full of new players. That's a special kind of challenge. You're not just learning your role; you're teaching them theirs at the same time. It can feel overwhelming, but I promise you, it's not as scary as it looks.
I've been in your shoes, & I've learned a TON along the way. This guide is everything I wish I knew when I first started. We're going to break it all down, from figuring out what kind of game to run, to handling that chaotic first session, & making sure everyone (including you!) has an absolute blast.

Before You Even Think About a Single Goblin: The Foundation

First things first, let's manage some expectations. You are not Matt Mercer, & you don't have to be. The rise of actual play shows like Critical Role is amazing for the hobby, but it sets a ridiculously high bar for new DMs. Your game doesn't need professional voice actors or an epic, world-spanning plot on day one. It just needs to be fun. Remember that. Fun over everything.

Should You Homebrew or Run a Published Adventure?

This is the first BIG question every new DM faces. Homebrewing means creating your own world, story, & characters from scratch. A published adventure (or module) is a pre-written story you guide your players through.
For a first-timer DMing for first-time players, I almost ALWAYS recommend starting with a published adventure. Here’s why:
  • It’s a safety net. Building a whole world is a massive undertaking. A module gives you the plot, the maps, the non-player characters (NPCs), & the monsters. All the heavy lifting is done, so you can focus on learning the core mechanics of running the game.
  • It teaches you good design. Good modules are structured to teach the game. They introduce concepts one at a time & are paced for new players. Adventures like Lost Mine of Phandelver (the classic starter) or Dragons of Stormwreck Isle are specifically designed for this. They are tried-and-true for a reason.
  • You can still make it your own. Just because it's pre-written doesn't mean you can't change things! Think of it as a framework. You can add side quests, change NPC personalities, or tie in player backstories. It's the best of both worlds.
Creating your own adventure from scratch is incredibly rewarding, but it’s easy to get lost in the weeds. You might spend a hundred hours building a world your players never explore because they decide to become turnip farmers instead. Start with a module. Trust me.

How Many Players is Too Many?

When you’re starting out, keep your group small. The sweet spot is 3-4 players. This is manageable for a new DM. With a smaller group, combat is faster, it’s easier to give each player the spotlight, & you won't feel like you’re herding cats. Six or more players can quickly become overwhelming, even for experienced DMs.
Finding players can be the easy part—friends, family, coworkers who enjoy board games are a great place to start. The key is getting a group that you already have a good dynamic with.

The Most Important Session: Session Zero

Before you jump into the adventure, you need a Session Zero. This is a pre-session where everyone gets together to create characters, learn the basics, & set expectations. DO NOT SKIP THIS. A good Session Zero prevents so many problems down the line.
Here’s your checklist for a killer Session Zero:
  • Discuss the Vibe: What kind of game does everyone want to play? A gritty, serious political thriller? A lighthearted, comical dungeon crawl? A high-magic fantasy epic? Make sure everyone is on the same page about the tone of the campaign. This is a collaborative story, after all.
  • Set Boundaries & Safety Tools: This is SUPER important. Talk about lines & veils—things that are hard "no's" (lines) & things that are okay to be in the game but happen "off-screen" (veils). Is everyone cool with graphic violence? Swearing? Character romance? What about spiders? (Seriously, ask about phobias). This ensures the table is a safe & fun space for everyone.
  • Character Creation Together: Guide your players through building their characters. The D&D Beyond character builder is a fantastic free tool that streamlines this process immensely. Encourage them to think about not just their stats, but who their character is. What are their goals, bonds, & flaws? A great prompt is: "Why is your character an adventurer? What are they hoping to find?"
  • Tie the Party Together: The classic "you all meet in a tavern" works, but it’s even better if the characters already know each other. Why are they a team? Are they childhood friends? Members of the same guild? The last survivors of a shipwreck? Work with them to create a reason for them to stick together.
  • Explain the Core Mechanic: You don’t need to read them the whole rulebook. Just explain the absolute core of D&D:
    1. The DM describes the situation.
    2. The player says what they want to do.
    3. If there's a chance of failure, the DM asks for a dice roll (usually a d20).
    4. You add any relevant bonuses, & the DM tells you what happens. That's it. That's the game.

Running Your First Game: A New DM’s Survival Guide

Okay, the day has come. Your players are at the table (or on Discord), dice in hand. You're nervous. That's normal! Take a deep breath. You got this.

Don't Drown Them in Rules

The BIGGEST mistake new DMs make when teaching new players is front-loading the rules. Don't start with a lecture on attack actions, bonus actions, reactions, conditions, & spell slots. Their eyes will glaze over.
Instead, teach the game by playing the game. Put them in tutorial mode for the first session. Design a few simple encounters that each teach a core concept.
  1. The Skill Check: Start with something simple that isn't combat. Maybe they need to cross a rickety rope bridge. "The bridge sways violently. It looks pretty unstable. What do you do?" If a player says, "I want to carefully walk across," you say, "Great! Give me an Acrobatics check." This teaches them about skill checks in a low-stakes environment.
  2. The Social Encounter: Next, have them talk to someone. An old prospector in the tavern needs help finding his lost donkey. Can they persuade him to give them a bigger reward? Can they intimidate the local bully who knows where it is? This introduces roleplaying & social skills.
  3. The First Combat: Make the first combat encounter simple & straightforward. A couple of goblins or giant rats. Something they can handle. The goal here isn't to challenge them, it's to teach them the flow of combat: roll for initiative, take turns, roll to attack, roll for damage.

You Are the World's Eyes & Ears

Your most important job is to describe the world. But you don't need to be a novelist. Focus on the senses. What do the characters see, hear, & smell?
Instead of: "You enter a cave." Try: "You push past a thick curtain of mossy vines into the mouth of the cave. The air immediately grows cold & damp, carrying the smell of wet stone & something vaguely metallic, like old blood. The only sound is the steady drip... drip... drip of water echoing from the darkness ahead."
See the difference? A little bit of sensory detail goes a LONG way in making the world feel real.

Keep it Simple, Keep it Moving

For your first campaign, don't overcomplicate the plot. A classic starting point is perfect: a small town has a problem (goblins in a nearby cave, a missing person, a strange beast terrorizing the livestock), & the players are hired to solve it. This gives them a clear goal & a reason to work together.
Some easy campaign ideas for new DMs:
  • The Classic Quest: A local mayor or guild leader hires the party to clear out a nearby dungeon. Straightforward & classic D&D.
  • The Expedition: The party is hired to escort a scholar or mapmaker into an unknown wilderness, protecting them from the dangers along the way.
  • The Mystery: A strange curse has befallen a village. The party must investigate the cause, talk to locals, & find the source of the magic.
Don't be afraid to "railroad" a little bit at the beginning. New players often suffer from choice paralysis. Giving them a clear path forward isn't taking away their agency; it's giving them direction. You can open up the world once they have their feet under them.

Handling Player Communication & Questions

With new players, you're going to get a LOT of questions. About rules, about their character sheets, about what they can do. This is where patience is key. But honestly, managing this constant back-and-forth can slow the game to a crawl.
This is actually a place where modern tech can be a pretty cool assistant. Think about how businesses handle frequently asked questions. They automate it. For your D&D group, you could set up a simple FAQ document, but a more interactive solution could be even better. For instance, a tool like Arsturn is designed to help businesses create custom AI chatbots trained on their own data. Imagine creating a simple chatbot for your campaign, feeding it the basic rules, character info, or world lore. A player could then ask, "What does the Grappled condition do?" or "Remind me, what's the name of the blacksmith in town?" & get an instant answer without interrupting the flow of the game for everyone else. It’s a way to provide instant support & engage with your players' questions 24/7, keeping the game moving smoothly.

Common Mistakes New DMs Make (And How to Avoid Them)

We all make mistakes. It's part of the learning process. But here are some of the most common traps new DMs fall into:
  • Over-prepping: You do not need to plan for every possible choice the players might make. It's impossible & will lead to burnout. Instead of a detailed, branching script, prepare "scenarios." Know the key locations, the important NPCs & their motivations, & the problems at hand. Then, be ready to improvise when the players inevitably do something you didn't expect.
  • DM vs. Players Mentality: You are not trying to "beat" the players. D&D is a collaborative game. Your goal is to create interesting challenges & a compelling story. If the players feel like you're actively trying to kill them, they won't have fun. Let them have their victories.
  • Forgetting to Use Player Backstories: Your players gave you gold when they wrote their backstories. Use it! Does the fighter have an old rival? Have them show up as a minor villain. Does the cleric worship a god of nature? Have them find a desecrated shrine that needs cleansing. This makes the players feel like the story is about them.
  • Being a Rules Lawyer: You are the final arbiter of the rules, but don't be a stickler. If you don't know a rule, it's okay to make a ruling on the spot to keep the game moving & look it up later. The "Rule of Cool" is often more important than the written rule. If a player has an awesome, creative idea that isn't quite covered by the rules, just let them try it!
  • Ignoring Player Feedback: After a few sessions, check in with your players. Ask them what they're enjoying, what they'd like to see more of, & if there's anything that's not working for them. This feedback is invaluable for improving your game.

Your DM Toolkit: The Essentials

You don't need a mountain of gear to be a good DM. Here are the basics:
  • The Core Rulebooks: At a minimum, you'll want the Player's Handbook (PHB). The Dungeon Master's Guide (DMG) & Monster Manual (MM) are extremely helpful, but you can get by with the free Basic Rules from D&D Beyond to start.
  • Dice: Get at least one set of polyhedral dice (d4, d6, d8, d10, d12, d20).
  • A DM Screen: This is a foldable screen that hides your notes & dice rolls from the players. It also has a lot of handy reference charts printed on the inside.
  • Notes: Whether it’s a physical notebook or a laptop, you need a way to keep track of things. Initiative order, monster HP, key plot points, etc.
  • Imagination: The most important tool in your kit.

Wrapping it Up

Whew, that was a lot. But honestly, here's the thing: running a D&D campaign for new players is one of the most fun things you can do. You get to be their first guide into this incredible hobby. You'll watch them go from tentatively asking "Can I attack it?" to passionately debating the moral implications of their choices.
Don't strive for perfection. Strive for fun. Be prepared, but be flexible. Listen to your players. Describe cool things. The rest will fall into place. You're going to make mistakes, your players will do the weirdest things imaginable, & you will have moments of absolute, chaotic brilliance. Embrace it all.
Hope this was helpful. Now go roll some dice & tell some amazing stories. Let me know what you think

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