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2026 ERPG - Mini Kraken. Hak cipta dilindungi undang-undang.

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GM Tips

10 Mistakes New Game Masters Make (and How to Avoid Them)

1 Jun 2026
10 min

10 Mistakes New Game Masters Make (and How to Avoid Them)

Stepping behind the screen for the first time is one of the bravest things you can do in this hobby. As a Game Master, you're the world, the villains, the rules referee, and the host of the party, all at once. It's exhilarating. It's also where most newcomers quietly trip over the same handful of mistakes.

Here's the good news: every one of those mistakes is well-known, harmless, and easy to fix. Veteran GMs made all of them too. Knowing them in advance is like having a map of the potholes before you drive the road.

Let's walk through the ten most common, and what to do instead.

1. Over-Preparing Everything

The classic rookie trap. You spend twelve hours writing every room, every NPC's backstory, every possible branch, and then your players walk the one direction you didn't plan. Now your prep is wasted and you're panicking.

The fix: prepare situations, not scripts. Know who the important characters are, what they want, and what's happening in the world. Then let the players poke at it. A living situation survives contact with players; a rigid script doesn't.

2. Railroading the Players

The opposite failure, and it usually grows out of over-preparing. Because you planned a specific story, you start forcing the players back onto it, blocking every choice that isn't "the plan." Players feel it instantly, and the game goes flat.

The fix: let their choices matter. If they want to ignore your dungeon and chase a side character instead, follow them. The story you improvise together is almost always better than the one you wrote alone.

3. Saying "No" Too Often

A player asks, "Can I swing from the chandelier onto the dragon?" and the nervous new GM says, "No, that's not a thing." Every "no" is a small door closing, and enough of them make players stop trying anything creative.

The fix: default to "yes, but..." or "yes, and..." Let them try the cool thing; just attach a roll, a risk, or a cost. "Sure, roll for it, and if you miss, you're hanging by one hand over its jaws." Suddenly the table lights up.

4. Forgetting the Spotlight

In a group of five, it's terrifyingly easy to let the two loudest players drive the whole session while the quiet ones fade into the background. They came to play too, and a session where they never got a moment is a session they won't remember fondly.

The fix: deliberately share the spotlight. Ask the quiet player directly, "What's your character doing right now?" Build scenes that play to each character's strengths. Everyone should get a moment that's theirs.

5. Letting Rules Kill the Momentum

You hit a rules question mid-combat, and the table grinds to a halt while three people flip through books arguing about the exact wording. Ten minutes later, nobody remembers what was exciting about the fight.

The fix: make a quick ruling and move on. Say "we'll do it this way for now, I'll check after the session," and keep the energy alive. The story's momentum is worth far more than getting every rule perfectly right in the moment.

6. Making Combat a Slog

Every fight is the same: a pack of identical enemies with too much health, standing in an empty room, trading hits until someone's numbers run out. It's the fastest way to make combat boring.

The fix: give fights a point beyond "reduce HP to zero." Add a goal (protect the hostage, reach the lever, escape before the bridge collapses), interesting terrain, and enemies that behave differently. A short, dynamic fight beats a long, flat one every time.

7. Neglecting the "Yes, You Can Fail" Stakes

New GMs often fear letting players lose, so they secretly fudge every roll to keep the heroes safe. But if failure is impossible, success means nothing. The tension drains out of the whole game.

The fix: let the dice matter, at least sometimes. Failure doesn't have to mean death; it can mean complications, costs, and harder choices. A game where you can lose is a game where winning feels earned.

8. Info-Dumping the Lore

You built a gorgeous world with a thousand years of history, and you want the players to know all of it. So you read three paragraphs of backstory aloud, and watch their eyes glaze over in real time.

The fix: reveal the world through play, not lectures. Drop lore in small, relevant pieces, when it's actually useful or interesting in the moment. Let players discover your world instead of being briefed on it. The mystery is the fun part.

9. Forgetting It's a Group Game

It's easy to think of the session as "your" story that the players are visiting. But a tabletop RPG is a conversation, not a performance. When the GM does all the talking and all the deciding, the players become an audience instead of authors.

The fix: ask questions and hand the players the pen sometimes. "What does your hometown look like?" "Why do you hate this villain?" Let them build the world with you. Shared ownership is what makes a campaign feel alive.

10. Not Running a Session Zero

Diving straight into adventure feels exciting, but skipping the setup conversation causes problems later: mismatched expectations, tonal whiplash, a player who wanted comedy at a table running horror, or content nobody was comfortable with.

The fix: run a session zero. It's a relaxed first meeting to make characters together, agree on the tone, set boundaries, and get everyone excited about the same game. Half an hour here prevents weeks of friction later.

The Real Secret

Here's what nobody tells nervous first-time GMs: your players want you to succeed. They're not judges waiting for you to slip up; they're collaborators who showed up because they want to have fun with you. A forgotten rule or an awkward pause won't ruin anything. Your enthusiasm carries the table far more than your polish.

Every mistake on this list is one you'll probably make at least once, and that's completely fine. The GMs you admire all started exactly where you are now. The only way to get good at running games is to run them.

And if you want tools that quietly handle the bookkeeping, tracking initiative, rolling dice, keeping maps and notes in one place, so you can focus on the story and the people at your table, Mini Kraken was built to take that weight off your shoulders. Set up a table, invite your players, and go run that first session. You're more ready than you feel.