Through out this thread, I will give you hints, tips, and ideas on how to be an able host.
I will constantly bombard you with concepts; however, remember this, no concept is an absolute. A concept can be bent beyond recognition if you gain enough confidence from playing general games to figure it out.
However, the general tips you should take note of as it lessens your pain by a great amount.
Concept One: Creation is a privilege not a right. A joy which can be shared or a nightmare that will haunt you.
Don't let the joys and nightmare control you. Be prepared for the harshest criticisms from the harshest mouths; be prepared to shut your mind from the most beautiful of praises towards your work.
Not understanding Basics/Requirements will throw you in the deepest hells that will have no salvation.
Let's Begin then:
Tips for the General Host:
1. Keep track of roles you write on the forum. Then copy and paste that to a word document. (This is for the case that you like [RAINBOW]shiny[/RAINBOW] colors and use a lot codes to point out certain things in player's roles.
2. Pen(cil) and paper when sending out the roles. To avoid sending out one specialized role to two people (one of the worst mistakes you can make as a GM); as you send them out during each 60 seconds interval. Double check you written list on paper (cross the player's name or the role's out as you send them) You can also do this with the forum code with Preview Post or any word document. (You want to keep your focus on sending out the roles so I prefer not to get distracted with my alt+tabs)
3. Once game is up; keep 3 Word Documents open.
-One for Role Sheet (the one you wrote on forum as you can quickly copy and paste something without wasting time on the codes)
-Second for Player - Role Sheet. (The Master List of who is who in your game.) <If you got the latest MS Word than color will be able to help you differentiate the players> (This is because all black letters can be misleading; mod/super-mod name colors actually help a bit and prevent mistakes from happening)
-Third, Day's Events - Foot Notes + Long Version if you desire. (As in keeping track of "Chain of Events" <Who targets who with what ability and what will happen> etc, etc.)
4. If you like Long Versions (long), it best be advised that you start writing up 2 hours before time. (Note: If you think it's going to take longer; start earlier)
5. Keep Short Versions Concise and Clear. (Note: If you believe something isn't important even if someone did do it; don't include it. <For Me: I don't find a failed attack nor an investigation ability is worth mentioning in the short post>)
5.5 The Long Version is to enforce hints; why have a bunch of short versions to reiterate a hint? (besides, if you want people to read the long version, the better it is for you to keep the Short Version with the most explicit events that will not change no matter what happens)
6.General Sites:
For determining Roles: http://www.random.org/lists/
For % ability: http://www.randomizer.org/lesson2.htm
7. Enforce PM Formats for your PM Hell.
8. Update your main post clearly as to what is happening. (Note: The Main Post is something that the player will check most to see what is happening to other player's and what is happening to the state of the game. The Clearer you make it, the better.)
9. Pen(cil) and Paper for counting votes; I actually don't suggest word unless you are comfortable doing it that way. I becomes simply very distracting when you keep alt+tapping away from the page.
10. GM NEVER miscount; DO NOT break this tradition in the Voting Thread.
11. Nuke Nuke Nuke Useless PM's to keep your inbox precise in PM HELL. (Note: You want it clean for keeping track of what is happening in the game. Questions should be gone by they time your start determining what the day's events is going to look like )
12. Try to give every player in your game an ability. (Note: Refer to the the lower concepts if you really can't think of anything to give players if you think it will make the game unbalanced.) <Remember to check kero's lovely Dictionary thread if you don't know what the 4 basic abilities you can give to people>
13. Refrain from over-reliance on Percentages as that merely inflates #12.
14. Any System can be used again by any GM; ideas are meant to be juggled around here, unless the GM specfically go: THIS IDEA IS MINE B****; NO BODY ELSE IS ALLOWED TO USE IT>
15. Clarify anything that you can possibly clarify (even if you think it is the most obvious of information) every bits of information possible to players when the game begins to avoid massive moaning from players who accuse you of Deux Ex Machina.
16. DO NOT succumb to bitching and moaning in your AG no matter how unfair the player makes it seem after the game started. Changing the system mechanics to suit their needs is not the way to go. (Note: Just look at it this way, they are screwed any ways; trying to appease them doesn't really help.)
17. The GM To-Do List everyday:
-Update your main player's list (Crossing out names/writing their role names beside it) once the day is completed. (Note: Remember to do this both the Voting thread and Discussion thread)
-Provide a Link back your Day's Posts.
-Remember to request title change. (Note: What Day it is, etc.)
-Remember to say: Voting is over. In the voting thread once the day ends.
-Reply to Questions and Ability results to certain players.
-After all is said and done. Don't forget to double check. I know you are probably exhausted after writing everything up, but this helps a lot.
18. (Frap's Suggestion) Nerfing are for fags, if you think someone you designed for your game is OP simply make the UP character's power level similar to the OP One. (Note: I will expend a little on this later)
19. Do not be afraid to take a system and improve on it. Being original is one thing, improving a system can prove a lot more worth while then coming up with a new one; however, bravely challenging a new philosophy is also encouraged.
I will constantly bombard you with concepts; however, remember this, no concept is an absolute. A concept can be bent beyond recognition if you gain enough confidence from playing general games to figure it out.
However, the general tips you should take note of as it lessens your pain by a great amount.
Concept One: Creation is a privilege not a right. A joy which can be shared or a nightmare that will haunt you.
Don't let the joys and nightmare control you. Be prepared for the harshest criticisms from the harshest mouths; be prepared to shut your mind from the most beautiful of praises towards your work.
Not understanding Basics/Requirements will throw you in the deepest hells that will have no salvation.
Two Requirements that absolute: (a major flaw in one of these factors will give you an instant bad rep and you probably will never be allowed to host again:
1. You have proper English skills to be clearly understandable. (This is an English speaking forum; if it were any other language form, we would use that one, but this an English speaking forum, so that is what we will use. Obviously, You don't need a PhD in Literature to host.)
2. You have time to host. This is absolutely mandatory; if you don't have time to host DON'T Host. It will sap your energy, a waste of your time, and a waste of the player's time. We are here to play; the GM needs to be as active as humanly possible. If you put effort into it, an average player will be able to tell, which adds to your joy as a host to see your ideas come to fruition and the player's as well who has a clear understanding what your vision is.
1. You have proper English skills to be clearly understandable. (This is an English speaking forum; if it were any other language form, we would use that one, but this an English speaking forum, so that is what we will use. Obviously, You don't need a PhD in Literature to host.)
2. You have time to host. This is absolutely mandatory; if you don't have time to host DON'T Host. It will sap your energy, a waste of your time, and a waste of the player's time. We are here to play; the GM needs to be as active as humanly possible. If you put effort into it, an average player will be able to tell, which adds to your joy as a host to see your ideas come to fruition and the player's as well who has a clear understanding what your vision is.
Tips for the General Host:
1. Keep track of roles you write on the forum. Then copy and paste that to a word document. (This is for the case that you like [RAINBOW]shiny[/RAINBOW] colors and use a lot codes to point out certain things in player's roles.
2. Pen(cil) and paper when sending out the roles. To avoid sending out one specialized role to two people (one of the worst mistakes you can make as a GM); as you send them out during each 60 seconds interval. Double check you written list on paper (cross the player's name or the role's out as you send them) You can also do this with the forum code with Preview Post or any word document. (You want to keep your focus on sending out the roles so I prefer not to get distracted with my alt+tabs)
3. Once game is up; keep 3 Word Documents open.
-One for Role Sheet (the one you wrote on forum as you can quickly copy and paste something without wasting time on the codes)
-Second for Player - Role Sheet. (The Master List of who is who in your game.) <If you got the latest MS Word than color will be able to help you differentiate the players> (This is because all black letters can be misleading; mod/super-mod name colors actually help a bit and prevent mistakes from happening)
-Third, Day's Events - Foot Notes + Long Version if you desire. (As in keeping track of "Chain of Events" <Who targets who with what ability and what will happen> etc, etc.)
4. If you like Long Versions (long), it best be advised that you start writing up 2 hours before time. (Note: If you think it's going to take longer; start earlier)
5. Keep Short Versions Concise and Clear. (Note: If you believe something isn't important even if someone did do it; don't include it. <For Me: I don't find a failed attack nor an investigation ability is worth mentioning in the short post>)
5.5 The Long Version is to enforce hints; why have a bunch of short versions to reiterate a hint? (besides, if you want people to read the long version, the better it is for you to keep the Short Version with the most explicit events that will not change no matter what happens)
6.General Sites:
For determining Roles: http://www.random.org/lists/
For % ability: http://www.randomizer.org/lesson2.htm
7. Enforce PM Formats for your PM Hell.
8. Update your main post clearly as to what is happening. (Note: The Main Post is something that the player will check most to see what is happening to other player's and what is happening to the state of the game. The Clearer you make it, the better.)
9. Pen(cil) and Paper for counting votes; I actually don't suggest word unless you are comfortable doing it that way. I becomes simply very distracting when you keep alt+tapping away from the page.
10. GM NEVER miscount; DO NOT break this tradition in the Voting Thread.
11. Nuke Nuke Nuke Useless PM's to keep your inbox precise in PM HELL. (Note: You want it clean for keeping track of what is happening in the game. Questions should be gone by they time your start determining what the day's events is going to look like )
12. Try to give every player in your game an ability. (Note: Refer to the the lower concepts if you really can't think of anything to give players if you think it will make the game unbalanced.) <Remember to check kero's lovely Dictionary thread if you don't know what the 4 basic abilities you can give to people>
13. Refrain from over-reliance on Percentages as that merely inflates #12.
14. Any System can be used again by any GM; ideas are meant to be juggled around here, unless the GM specfically go: THIS IDEA IS MINE B****; NO BODY ELSE IS ALLOWED TO USE IT>
15. Clarify anything that you can possibly clarify (even if you think it is the most obvious of information) every bits of information possible to players when the game begins to avoid massive moaning from players who accuse you of Deux Ex Machina.
16. DO NOT succumb to bitching and moaning in your AG no matter how unfair the player makes it seem after the game started. Changing the system mechanics to suit their needs is not the way to go. (Note: Just look at it this way, they are screwed any ways; trying to appease them doesn't really help.)
17. The GM To-Do List everyday:
-Update your main player's list (Crossing out names/writing their role names beside it) once the day is completed. (Note: Remember to do this both the Voting thread and Discussion thread)
-Provide a Link back your Day's Posts.
-Remember to request title change. (Note: What Day it is, etc.)
-Remember to say: Voting is over. In the voting thread once the day ends.
-Reply to Questions and Ability results to certain players.
-After all is said and done. Don't forget to double check. I know you are probably exhausted after writing everything up, but this helps a lot.
18. (Frap's Suggestion) Nerfing are for fags, if you think someone you designed for your game is OP simply make the UP character's power level similar to the OP One. (Note: I will expend a little on this later)
19. Do not be afraid to take a system and improve on it. Being original is one thing, improving a system can prove a lot more worth while then coming up with a new one; however, bravely challenging a new philosophy is also encouraged.