GM TipsNew GMDungeon MasterTTRPGD&D
5 Mistakes New GMs Make (And How to Fix Them)
Every GM makes mistakes at the start. That's not a flaw — it's part of learning the craft. The problem isn't making mistakes; it's not knowing what they are until your players are staring at the ceiling.
Here are the five most common mistakes new Game Masters make, and exactly how to fix them before your next session.
## 1. Over-Preparing the Plot
New GMs often write detailed, branching storylines — only to watch their players ignore the main quest and spend an hour interrogating a blacksmith. All that prep goes to waste, and the GM scrambles to improvise anyway.
**The fix:** Prep situations, not plots. Instead of scripting what *will* happen, describe what *is* happening in the world. Who wants what? What's at stake? Let the players drive the story into that situation and react from there.
## 2. Saying "No" to Player Ideas
It's tempting to shut down unexpected player actions to protect your carefully planned session. But "no" kills momentum and signals that the GM's story matters more than the players' choices.
**The fix:** Default to "yes, and" or "yes, but." If a player wants to do something unexpected, find a way to make it work — even if it complicates things. Complications are story. Complications are fun.
## 3. Forgetting to Describe the Scene
New GMs often jump straight to mechanics: "You enter the room. There's a goblin. Roll initiative." But players need sensory detail to feel present in the world.
**The fix:** Before any encounter, take 30 seconds to set the scene. What does it smell like? What sounds do they hear? What's the lighting? You don't need a novel — three vivid details are enough to make a room feel real.
## 4. Treating Rules as Absolute
Rulebooks are tools, not laws. New GMs sometimes freeze when a situation isn't covered by the rules, or rule against a player because "that's not how it works."
**The fix:** Make a call, keep the game moving, and look it up after the session if needed. The best rule is the one that makes the moment more fun. Your players will respect a confident wrong call far more than a five-minute rules debate.
## 5. Not Checking In With Your Players
GMs often assume they know what their players want — more combat, more roleplay, more mystery. But every table is different, and those assumptions can quietly drain the fun out of a campaign.
**The fix:** Ask. After a session, spend five minutes on a quick debrief: what worked, what didn't, what they're excited about next time. A short check-in builds trust and gives you the feedback you need to run better games.
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Every one of these mistakes is fixable — and knowing them puts you ahead of most new GMs. Want to go deeper? [Explore the full GM Tips series](/lp/gm-tips-series?utm_source=blog-aab&utm_medium=blog&utm_campaign=cmp_VWM-csdy99vgyGuC8Wp2qcsj_Wrlc9zPFf3Zwi5VpUM&utm_content=act_7LIUQwnSNS6UpMzMuYiW7Swkf0OgiSSaYCGczKXd1eo&utm_term=topic_gm-mistakes) for more practical advice on running sessions your players will never forget.
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