General Advice

Running Your First Session as a DM

Practical, anxiety-reducing advice for new Dungeon Masters about to run their very first game session.

You’re Going to Be Fine

The biggest secret about DMing? Your players don’t know what you planned. If you improvise and it goes differently than expected, that’s not failure — that’s D&D working as intended.

Preparation Checklist

What You Actually Need

  • A starting situation (not a plot — a situation)
  • 3-5 NPC names you can pull from
  • A simple combat encounter ready to go
  • A rough idea of where things might lead next session
  • Snacks (seriously, this matters)

What You Don’t Need

  • A fully mapped dungeon
  • Every NPC’s backstory
  • Rules memorized perfectly
  • Voices and accents
  • A plan for the entire campaign

The First 30 Minutes

Start the session with the characters already together and already in an interesting situation. Skip the “you all meet in a tavern” and jump straight to action.

Good openers:

  • “You’re mid-chase through the market district. What are you chasing?”
  • “The caravan you’ve been guarding just hit a collapsed bridge. What do you do?”
  • “You wake up in a cell. You don’t remember how you got here.”

When You Don’t Know a Rule

Say: “I’m going to make a quick ruling so we can keep playing. We’ll look up the exact rule after the session.”

Then make a reasonable call:

  • If it should be easy, DC 10
  • If it should be moderate, DC 15
  • If it should be hard, DC 20

This covers 90% of situations.

After the Session

Ask your players two questions:

  1. What was your favorite moment?
  2. Is there anything you want to do more of?

Their answers will guide your prep better than any advice article.