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« on: November 08, 2014, 09:30:46 AM »
I'm pretty new at running games myself. Over the past yea,r I've learned that it can mess with the flow of things if you over think every element. For a few games I ran, I made up an elaborate flowchart that listed every possible (or so I thought) route. I spent way to much time referencing the document which had to disrupt the story. After some reflection, I decided to give up control of the story and allow players a larger hand in creating the experience. This move made everything appear more fluid and natural. I believe I learned this lesson by listening Caleb's reflection on running No Soul Left Behind at Gen Con.
As far as Trail of Cthulhu goes, I find it is helpful to have an idea of hints and details you can include in narration to spur players on to making point spends. Nothing kills the gaming buzz like when a PC walks in a room and starts spamming a lists of skills they want to use. It's like listening to someone read off a grocery list of abilities and totally breaks immersion.