- It’s a cooperative enterprise. If someone’s not having fun, you’re failing, no matter which side of the GM screen you’re on.
- Deal with the fact that the players are going to come up with something you haven’t thought of, even if you’ve been playing the system for 30 years and they just started. In fact, maybe especially then.
- Find out what level of firewalling your group likes, and do your best to abide by it.
- Be there, or have a good reason you can’t be. Other optional activities are not a good reason, at least not when they happen every other week.
- Respect the other characters’ niches.
- You may be a hammer, but not all problems are nails. Someone else’s niche might be a better solution.
- If you just read the rule and discovered that you need to change the way something’s been working, have the grace to apologize for it.
- Don’t touch other people’s dice without permission.
- “Power gamer” and “munchkin” are not synonymous. Neither are “munchkin” and “specialist”.
- Characters who don’t play well with the rest of the party are perfectly workable, but you have to be willing to accept the consequences of pissing off the other PCs.
- Do not confuse intra-party conflict with inter-player conflict.
- It’s just a game. Chill.
- Make up your mind quickly. The other players don’t enjoy watching you dither.
- Elaborate plans will fail; come up with something as simple as possible.
- Be clear about whether the player or the character is speaking.
- If a player has a plot hook he’s clearly dying for you to use, use it.
- If the GM dangles one of your plot hooks at you, take it.
I’m sure I’ll think of more eventually.