ok, I have some time anyway!
so I will type a few things
I will not start in order, but the common goal for every campaign is
to let everyone have fun!
remember your goal as a DM is NOT to kill the player, nor will you throw PC vs PC competition (been proved, it is a disastor) lose-lose situation
anyhows, my personal experience
if you are running a PBB (play by board) game, one-on-one section is the best to start with, as player gets most attention and the plot is focused
most ecounters must be either fun or meaningful. it is best to involve with the main plot in one way or another. a pointless encounter can be fun (restless actions), but if you throw in too many of those, it became boring, and less driven
be prepared for player's creativity. remember if a player doesnt do well in RP, it is your job to encourage him doing it more. and NO serious RP effort should be degraded. and if a player come up with a brilliant solution, prize them (but dont overdue, as the rewards became less attractive)
if a player came up with something you had not prepared, there are two ways you can handle that, one is plainly saying
"nope, you cannot do that" this one is the easiest, but it gets les adventuring
while the second way is to swining your plan all together. you must be felxible, and prepare many things ahead of the time. (say, have some encounters that suit mutiplie purpose)
add riddles, and puzzles (whats AD&D if without those?)
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make a bad villian. (or villian's sidekick)
he should always get on player's nerve, always outsmart them, pain them, hurt them and ruin their plans, reputations, goals...
the villian should be shadowing the group through the story, as he is behind every disastor.
a twist is, have your player destroy certain major evil, while at the same time, they furthur the course of the real bad villian
anyway, just something to think of
focus on character growth
sorry for the unorganized random thoughts [img]tongue.gif[/img]
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