The Newbie Guide to Online Chat-Based Storytelling Role-play Gaming


That's a helluva mouthful.


Foreword: This is not meant to be the end-all, be-all to roleplaying FAQs. There are many versions out there, as many versions as there are styles of role-play. The definitions and suggestions listed here will not apply everywhere - or, really, to anywhere else but here. This is for those that believe they might be interested in playing on Trinity, but simply don't know where to start. That said, if an important issue isn't covered here, let me know and I'll be happy to update.
-- Dragon Lady


NOTE: *Pointing to that name above again and nodding once more* See that Ladies and Gents? That’s riaght *In his famous Southern Accent* We’re quoting our girl shamelessly yet again! Thanks one more time Dragon Lady, we’ll look for yah to help the newbie’s on the site. *Chuckles knowing she’ll stay as far away from everyone as she possibly can*


1. What is role-playing?


The answer to this one will vary widely depending on who you ask. Almost every gaming book out there (D&D, Vampire: the Masquerade, etc.) has a section up front addressing this very issue. The difference lies in mood and theme - while the general definition is always the same, the nuances differ depending on the motives of the game itself. A game of D&D is played very differently from Vampire. Incidentally, free-form role-playing has very different ideals from table-top games. Video game RPGs differ widely from most computer RPGs, and both of them are a world away from what we do. A full discourse on the nature of role-playing is beyond the scope of this article, so I will address only three basic styles:


(A) Role-play Gaming/Table-top gaming:
Generally based off a book or series of books, this type of gaming revolves around players making alter-egos with a list of statistics, and with the help of a Storyteller or Dungeon Master - the person "running" the game that portrays everything but the characters themselves - they take their characters through a series of adventures or stories together. Their existence is focused on the rolling of a bunch of funny-looking dice, which, guided by the statistics the player set at the start of the game, determines success or failure. It can be likened to participating in a play where there is no script, only a director that tells you the consequences of the actions you take. This is what the systems we use (White Wolf's World of Darkness) are.


(B) Cooperative Role-playing:
This is the type of role-playing we consider our site to be. While based off the style mentioned above, we have certain notable changes. While we do use statistics to define a character's strengths and weaknesses, as well as a guide for resolving a conflict, a character's life, death, success, and failure does not hinge on a die roll. Instead, players may work out a scenario ahead of time, deciding what manner of resolution is best for a story; they work together to develop their characters and enrich the setting, much like co-authoring a novel. There is no set storyteller to give direction and portray the world around them, so players may take it upon themselves to devise plotlines and entice others to play in them. Depending on one's playing style, cooperative role-play can either be a series of table-top games going on at the same time, with characters that shift from story to story, or it can be a literary experiment, where characters have as much depth and emotion as real people might and stories are often revolved around inner conflict and personal triumphs rather than gaining power. Nothing is wrong with either style - I myself have characters on both sides of the spectrum - as long as the watchword of consent is followed; players are people, too, and they're spending time playing and having fun. However, a player's right to fun ends where it infringes on someone else's fun.


(C) Freeform Role-playing:
Even more hands-off than cooperative role-play, freeform is not based on any statistics (or system for that matter) or on dice. Players are limited only by their imaginations on the characters they create, and whatever stories or plots they devise are theirs alone. Freeforming also allows players to compose their own settings or to run systems not supported on site; thus being able to act in a Storyteller capacity. Naturally, the only problem with having no rules is that there's always some assgoblin incapable of having a good time unless someone else's is being ruined. So, players have free reign to ignore whoever they want to ignore - whether it's because of incompatible genres, differing storylines, or simply because the offending player is an idiot - and those who do not respect that choice and insist on harassing other players will find themselves banned in short order.


2. Okay, I see what role-playing is. How do you do it here?


We are a chat-based site, so most of our role-playing is conducted in chat rooms. These rooms are given names denoting certain places (for instance, the city of Dallas, or Persephone's Keep), and players log in under their characters' names. Generally, at least one of the players has a general idea what the scene will be about (a heated argument, talking about business, or a clandestine meeting, etc.) and will start the scene with some type of introduction to both set exact location and his/her character's initial appearance onstage. Example:

Renee Sebastien:
It's one of those muggy Texas rainy days. Where the sky stays gray, drizzle patters down intermittently, and the temperature still manages to feel toasty. Not the best of days to be scouting out the neighborhood or paying social calls, but a damn fine day to get some things done around the house. Or, in Dale's case, get some stuff fixed on the ol' set of wheels.


With the garage door open on the old two-story Victorian, the flashes of breeze cooled by mist aren't too bad, even if the humidity is ludicrous. Still need to have a fan buzzing in the corner, but it could be worse. Speaking of which...
In carefully measured maneuvers, Renee slips out the kitchen door of the packhouse into the adjoining garage, and slips over the trunk of the car onto the cab. Leaning over, Dale can just see the head of the wily brunette peering down over the open hood. "Broken anything yet?" She inquires cheerily. Without waiting for a response, she plops back down where Dale can't see her. "I'm bored." He hears the creaking of the car as she shifts her weight, and finally hops down off the vehicle. "Ish is out talking to the Barons. Again."


The post covers location, character appearance, and sets forth a 'hook' to begin the scene. It does not, however, force the opposite character's hand or 'make' something happen. Those are no-no's. Players should always have control of their characters. All I did in that post was provide something to work from. Notice the use of third-person view, and prose style of writing. While there are other styles people use, that one is generally the most common and easiest to read. Also of note is that while I tend to make lengthy posts, it's not required to have five paragraphs ready at all times in a scene; not everyone is a natural wordsmith, nor does everyone have twenty minutes to spare between posts. The above post could just as easily have read:

Renee Sebastien:
While Dale was out working in the garage of the pack's Victorian headquarters, Renee slipped out the door to check on him. "I'm bored." She complained, climbing onto the roof of the cab. Dale could barely see the head of the wily brunette over the open hood. "Ish is out talking to the Barons. Again." She shakes her head as she sighs and hops off the car.


And it still conveys basically the same information. Granted, the first post is filled with more detail and imagery, but the second is more concise and quicker to write. Sometimes scenes do come down to efficiency over quality, and certainly not everyone can be a literary giant. But it's always good to try, as meatier posts are more entertaining to read. Additionally, the more you put your writing to the test, the better you get at it. I do have scenes saved from way back that still make me cringe, so everybody had to start somewhere.


But then the rest of the players will respond in character with the information they've been given, and the scene goes from there, and that's how a scene will go until it seems to draw to an end; it's usually pretty easy to tell, because the characters just run out of things to talk about. Now, some people will let a scene meander on after the actual 'point' is reached, but this tends to lead to boredom. Instead, it's usually better to let a scene wrap at a point where it would seem natural in a story or movie, and if you still want to role-play, to simply move to a different scene. Stories basically come down to conflict (not to be confused with combat) and resolution, and as long as there is a conflict-resolution chain, you should always have something to do. Though before leaving a scene, always make sure the other player is satisfied with the wrap-up post - they might have something else in mind to continue with. No one likes to be left with 'okay, done, see ya' from out of the blue.


There is another method of play we use, though it's optional - forums. Sometimes you may want to post some things about a character that not everyone's characters will know, or that simply you don't want anyone else to participate in. For instance, I use forum posts to convey a variety of side-sketches - one character may interact with her family in a post, and I may use another to explore a character's dreams. Forum posts are also handy to share information that doesn't require its own scene - for instance, sending an e-mail to another character inviting them to a party. Then the other player may RSVP in the thread, without doing a full scene, and you can instead focus on the real event. Sometimes forum threads will resemble scenes as far as the action goes, but the posts will be much more exploratory, thoughtful, and usually with multiple points scattered about. These may go back and forth between two characters for a while, detailing very personal interaction, but this is an immensely literary style and may not be for everyone's taste.


Another use of the forums is to develop your character even if there's no one else to play with. If you're on the site alone and don't have any friends to play with yet, you can do forum posts of what you're character does in his free time - it gives people an introduction of your character, and maybe presents an opportunity to bring him into a plot, or, at the very least, lets them see what you're about. If you don't like writing forum posts, of course, that'll be hard for you. But nothing improves without practice.


3. So how do I know what to do?


Well, that's largely up to you. If you want to join one of our settings, the first step is to make a character compatible with the world we've set forth. Don't make your character as everything you want them to be right at the start; set goals and motivations. These are what will drive your personal story. Try and think of any literary character that started right off with all the power, knowledge, and help he needed; there really aren't any, because without something to be working for, there's no story. This is especially true on Trinity, since we don't run site-wide storylines that everyone can get in on and in which we shuffle PCs through it like cattle. Characters need to have their own stories, and it's important for players to be willing to participate in others' storytelling.


But there's a second first step, one you should do as you're making your character: Make friends. The OOC room, forum, and dramatis personae with player e-mails are there for reasons - use them. It's not very fun to have a brand new character and not be able to play because everyone else is uncertain about you; get to know people first, and odds are you'll have people clamoring at you to hurry up and finish your character. Get an idea of what kinds of play people are looking for, and ask around to see if anyone's got a storyline looking for characters. Work hard to fit into the setting, rather than trying to force the setting to suit you, and you'll rarely have a problem finding scenes.


So, after all that, you've got some friends, you've got a setting-consistent character, and you're ready to log into a room. Just type in your account name and password, your character's name, and maybe put in a descriptive tag - some people just list their location, some people like song lyrics appropriate to the character or situation, and others just put in a cryptic phrase. By this time, you've probably lurked in a few scenes, and should know how things go - if not, just check out question #2 for posting advice. If you're the first person in a room, you are the de facto storyteller - other players coming into the scene will be asking you for location and situation. This doesn't give you any right to godmode (force anyone's character reactions beyond your own), but it grants you the ability to make some things happen within the scene. It could be as complicated as a sudden attack, or as simple as making a sunny day turn into a torrential downpour. Further advice on storytelling will be mentioned later.


But what if you're not too big on our settings, and would rather kick around in the freeform rooms? Well, then it's even less complicated. There are no sheets to be approved, nor any procedures that must be followed. Courtesy is expected, and offensive players will not last very long, but beyond that - cut loose. As long as everyone's having fun, it's okay. There are no hard and fast rules on posting or interaction, so it's usually a good idea to watch the flow of a room first before jumping in, and try to mesh. Naturally, if your character is of a different genre than what's being played or is significantly jarring with what everyone else is trying to do, don't be offended if you don't get any attention; the better solution would be to log into another freeform room, and state what kind of play you're looking for in your tag - for instance, "cyberpunk wastelands RP" or "elven woods high fantasy" or even "Final Fantasy X RP" *cringe*. But this way people know what to expect when they join, and you don't end up with a perplexing clusterfuck of cyborgs meet vampires meet pixies meet Cloud Strife of FF7 fame.


Here's an exception to 'anything goes' - players are able (and encouraged) to run their own chronicles of different systems in the freeform rooms. We have forums designed to make it easier to organize and display settings and creation rules. Whoever undertakes such a task is the admin of their setting; unless they specifically say otherwise, always ask for permission before joining in their chronicle. Make sure you adhere to any character guidelines they put up. We encourage players to run their own games, so we want to make sure they are as comfortable as possible in doing so.


Beyond all that, the real "purpose" of this game is to tell a good story. To do that, just develop a good character; that's where all stories start.


4. What's this "World of Darkness" and "Vampire/Werewolf" stuff you keep talking about?


The World of Darkness is a setting designed by White Wolf Gaming. Vampire, Werewolf, Mage, et al are systems within that setting. In Vampire, you have rules on playing a (you guessed it) undead bloodsucker. In Werewolf, you play a... well, really, it's pretty obvious. The World of Darkness is much like our world, only darker and more sinister; defined as Gothic-Punk. It's a blend of desperation, hopelessness, and violence. Each system has its own 'place' within the world, and its own origins and politics. There are many sourcebooks that detail out other things, but you really only need the core book - the rest can be left to imagination. In fact, WoD games thrive off of filling in the blanks yourself. It very much encourages creative thought and innovative gaming. You CAN play without the core book, but it's harder - the easiest thing is to play a mortal with no special qualities, and turn into something else in the course of the game; then you can learn as you go. This will probably get boring, though, as you learn what you're doing, so don't feel bad if you feel like dropping your 'training wheels' character and making something more experienced. For information on making a mortal character for this purpose, just e-mail one of the owners. It's very simple. :)


5. So what marks a 'good character' and a 'good player' here?


Different sites have different ideals. One place that focuses on gaining personal power has very different ideas of what a good character is than, say, a site that focuses on romantic entanglements. We're literary-based, so some of what we expect should be obvious.


A) Good English! We realize this excludes half the web, but it's just migraine-inducing to try and read posts from someone without even high school-level grasp of their native language. You don't have to be a Pulitzer Prize winner; we're not worried about big words or overcomplicated sentence structure. We just want readable format (i.e. no huge blocks of text - break things into paragraphs), reasonable spelling (typos are understandable; no grasp of vocabulary is not), and at least some understanding of punctuation (commas are your friends). I am not an English teacher, so I'm really not able to sit here and give a discourse on proper grammar. I'm happy to give advice if asked (please, in the form of an e-mail - I don't always have time to explain the uses of a semicolon in the middle of an AIM conversation) about specific things, however. The web has numerous resources - www.dictionary.com is something I make regular use of if I'm not sure I've used a word appropriately or spelled it right. There are innumerable spell checkers available to catch typos (though chronically bad spellers may not find it very useful). Finally, do not use web lingo. I hate web lingo. And I don't mean stuff like 'brb', 'afk', 'lol' - I personally rarely use abbreviations, but I don't have a knee-jerk reaction to smite anyone who does. I mean people who can't type "How are you doing today?" and must instead pretend they've made their own language with 'how r u doin 2day?' I fucking hate that. Is it really so hard to type a few extra letters?


B) We expect a certain level of maturity from players. 'Maturity', in this case, doesn't mean knowing how to describe graphic sex and violence in posts - it means being able to separate IC from OOC reality. Using your character as an ego extension is bad. Someone's character falling in love with yours does not mean there is any out of character romantic inclinations. A character setting out to ruin your character (whether you let them succeed or fail) does not mean they are secretly plotting against you OOCly. A character disliking yours does not mean the player hates you. Similarly, a character liking yours does not necessarily indicate the player can stand you (though generally people don't play with people they hate). Always respond IC when you're in a scene; think of what your character would do, not what YOU would do; if you're taking what's happening in a scene to a point that YOU, the player, start to feel really upset or angry, then you should probably leave and calm down. It doesn't always mean you're a bad player - *I* see things sometimes that drive me nuts - but it DOES mean you need to remove yourself from the scene, and either work something out with the person that bothers you, or avoid play with them. Reason being is that if you are feeling a serious response to something out of character, it will carry over into your role-play - and it can lead to grudges, personal attacks, and storyline collapsing. The most you should feel in response to a scene is nothing more than from reading a good book. It might get your blood going, it might make your eyes water, but you don't feel like you're coming under personal attack.
On the other hand, remember that what you know is not what your character knows. Just because you don't like what someone's character did in some private forum post doesn't give your character any realistic ground to suddenly not like them. What you know OOC, stays OOC. The worst thing a player can do is use their IC posts as a rant outlet, using other characters' thought posts, histories, and player OOC commentaries to either slam the people they don't like, or else come off as being all-knowing. Using OOC info that your character could not possibly know is amateurish at best, and childish at worst. There is such a thing as an omniscient viewpoint, however, often used for storytelling purposes - for instance, if you are running a story that will have things resonating strongly with another character's past, narrative comments relating back to it are fine. Having your character say anything or act on this information is the no-no. They don't know it. You, the player and sometimes the narrator, do. There is also such a thing as benign ignorance - where, for dramatic purposes, you work out IC reasons to discover OOC knowledge. An

example, borrowed and altered from an old D&D handbook:
Leon's been beaten half to death and dumped in an alley among trashbags; he can't move and can barely breathe, and his attackers will be back soon to do even worse to him. His friends, Marie and Harry, are near the mouth of the alley, and are wondering where he is. They were supposed to meet, but they don't know about anything bad that would happen to him - they actually think he ran off with some girl. Leon can hear them talking, but isn't strong enough to call out to them. The pair is talking about where to go from here, and Marie finishes off a bottle of soda she's drinking. She tosses the empty bottle behind her into the alley among the trashbags, and it lands on Leon. He manages to groan. Marie thinks it sounds like a sick cat, and they both look closer down the alleyway - and happen to spot a pale hand against the black bags.


That's an example of a good way to handle a situation with IC knowledge without just having to abandon a scene. Here's an example of what not to do:
Leon's laying in the alley, beaten half to death, but fortunately he doesn't have to wait there long. His friends Marie and Harry come onto the scene by the bar, and immediately go around to the back and search for him in the trash. Luckily, when they find him, Marie had also decided to bring her medical kit with her on this barhopping venture.


It just doesn't make sense. Would it make sense to you if you read it in a story? If not, then it doesn't make sense here.


C) We want players that see role-playing as a cooperative, not competitive, experience. We don't follow the line of thinking of 'he with the most dice, wins'. We don't want people that think there is such a thing as winning here - you can't flex any form of superiority over anyone else unless they decide to let you, so what's the point in trying to force it? Use all the energy spent planning strategies and plotting your points and put it towards talking to players instead; make some friends, come up with some cool storylines together. You don't win a badge for killing the most PCs; you earn respect by being fun to role-play with and by enriching others' time. Honestly, if you need a kill count to feel like your character's worth a damn? There are plenty games out there to accommodate that need. This isn't a place for any nonsense about being the best at something - except for maybe best stories. That's not going to fit in with everyone's idea of role-playing, and that's alright. We want people to have fun, and if that means going to another site, fine by us. We want quality, not quantity.


D) We want self-motivated players. People who log in for four hours of nothing but *sips coffee and watches silently* are fucking dull. They're riding the coat-tails of people who actually know what they're doing. This works in places where storytellers dedicate a hefty portion of their time, energy, and sanity into the thankless job of creating and running storylines and conflicts for characters to jump into. Stuff happens around you even if you do nothing but sit on your ass. Understand something: we're not storytellers. If you want something to happen, you have to organize it. If all you want to do is watch scenes play out like a movie and be entertained, then please lurk. Don't make people think you might be worth having in a scene when, really, you're not.


E) Take responsibility for yourself. Don't use the IC/OOC distinction as an excuse to be an asshole. If you do something IC that upsets someone, deal with the likely consequences - don't just say 'well, it was my character, not me'. Saying 'keep it in character' doesn't work; problems should always be worked out between players. It doesn't mean that someone getting upset is your fault - people DO go off the handle at weird things. But if it happens, it's up to you to be the responsible one and handle it; keep cool, ask them what upset them and why. Explain why your character did what he did. Let them explain where they think they're being screwed. Usually, just talking things over like that helps matters immensely - it becomes clear pretty fast what's needed to fix a situation. If something happened that they just can't get over (unlikely, given the consent rules in place), then don't make an issue. Just respectfully leave the scene and avoid play with them in the future. We're not here to force people who don't get along to play nice with each other. Sometimes mutual avoidance is the best policy. Similarly, if you agree to an IC conflict and get your ass handed to you, it's no one's fault but your own. If you don't want the risk, don't get involved. Additionally, don't take a coward's route if things don't go the way you planned; you're fully entitled to leave a storyline you're not enjoying, but help out the player running it - give them something to work off of for your character's exit. If you just leave, give them nothing, and tell them to 'figure it out', don't go back later and complain you don't like how they took you out of the story. Yes, we have a rule of consent in place; it extends about as far as to the point where you basically hand over consent of your character to someone else.


F) In characters, we enjoy seeing something plausible. Dramatic characters are never wholly realistic, especially when you're portraying a vampire or somesuch, but they aren't too far gone either. They have flaws, motivations, goals, strengths, preferences, dislikes, bad memories, good memories, mistakes, and triumphs - just like anybody. They were little kids once with parents and they wanted to be firemen, astronauts, actors, Superman, James Bond, or Barbie. They had a life before they became a killer katana-wielding psychopath bloodsucker. All dots are is a visual representation of the strengths and weaknesses you decide; in the long run, no one's going to care about the dude with Melee 4. They're gonna remember a player that spent a week agonizing over a character's task to write a poem for someone's funeral, who got it down right and moved characters (and possibly players) to tears. It's also fun to remember the klutz that trips over his shoelaces, drops glasses on characters' laps, and has tumbled down a flight of stairs at least once a week. A good way of spotting plausible characters is to study others; for instance, all my characters have one major strength - their saving grace - and it is matched by one major weakness - their tragic flaw. They have other things they're pretty good at or kinda bad at, but it takes a backseat to the two forces fighting for dominance. Naturally, younger characters are still finding their strengths and weaknesses; your average teenager may have potential, but they're generally mediocre at everything for a few more years.


G) Another thing we like in characters is depth; we like having our characters (and seeing others) grow over time. Learn new things and change. Characters that stay the same from the time they were created are missing the whole point of storytelling; no protagonist, over the course of any book or movie, stayed precisely the same. Don't be afraid to have characters fail, and don't shy away from putting them through hell to have them develop a certain way. If you let them, characters tend to develop all on their own, and you'll be surprised what you find yourself writing - it's like they take over themselves at times. Writers have it happen all the time - characters do the unexpected, and it works because it suits them. I know of stories that had to be completely redone after a certain point, because the main character wanted to go a certain way, and just wouldn't "fit" into any other path the author tried to nudge her into. To reiterate what I said earlier, good characters are the key to good storytelling. Because if you can do the former, the latter happens on its own.
Just follow the advice above, and you'll be on the road to avoiding a lot of common pitfalls of new (and just bad) role-players.


6. So what about storytelling? Got any advice there?


Sure. Storytelling's easy, if you just remember a few basic guidelines.


A) Remember that in your story, you are a god. If you say it's raining, then it's just fuckin' raining, and some character's perfect hairstyle can get ruined all damn day - shoulda brought an umbrella. Once you get over the power trip, also remember that you are expected to use your position responsibly - that is, just because a player consented to have their character in your storyline does not mean they consented to be repeatedly struck by lightning. And then abducted by Ewoks. But if you decide a barfight breaks out, then one breaks out; it's up to the characters what they do then, and you should work closely with them to determine the outcome. But, generally, you are in control of the setting when you're running the story - be able to notice when you're abusing that control, but also don't be so wishy-washy as to let players take it from you and tell you how to run your story.


B) Always give players an idea of what to expect; not everybody daydreams about being swept up in a star-crossed love story, nor being buried to the knee in the fallen bodies of their enemies. Surprises are fine - you don't have to give everything away at once, but too much surprise equals out to players wondering why they're wasting their time here. It sucks to get hyped up and involved in a story only to find out you're really not interested. Similarly, even while the story's underway, work closely OOC with players to keep a flow of input and interest generated. Let them come up with ideas of what should happen, and be willing to alter things appropriately if you like what they have to say. Also be willing to adjust if they're not having much fun. STing is a thankless job at times, but the good ones are never short of friends or scenes.


C) Don't fear the setting. We set it up to be used. We're not gonna spam you with e-mails about how you did not portray something in the perfect image we had in our minds. As long as you aren't obviously exploiting anything (like wiping out NPCs or having them give you lots of items you shouldn't have), you're free to use the settings as you choose. The way we've set things up, few things are out of the realm of possibility; and if you're wondering if something is too severe a change, just ask. Hell, if we like it, we might let you go ahead with it anyway. Just try to stay consistent with the mood and ideas we've put into place, and you'll be fine.


D) As far as coming up with storylines, think beyond tossing PCs against 'X' age-old enemy. Plotlines revolve around conflict and resolution. However, you don't always need combat to have a good story. Chess games are conflict. Scavenger Hunts are conflict. Relationships are conflict *ducks*. As long as players are striving towards something, you've got a story. Sometimes a storyline will be very small - the person running it and one character, with maybe a small host of supporting characters. Sometimes the plot'll be huge, involving almost everyone on-site. It just depends on where you wanna go with it. Also, take consequences into consideration, especially if you start hitting a creative dead-end - what have the PCs done that could affect the present? Using the barfight example above, the players won't necessarily win; after all, a Garou can't just pop claws and go to town, and a Vampire can't just start biting people and zipping around at supernatural speeds. Imagine the embarrassment of a Brujah tough or a werewolf if they managed to get beaten down by a mob of mere mortals; on the flip side, what would happen if they frenzied? Or if they came out on top of the fight, and got approached by a talent scout? Or hunted for some payback? Simple things can become very complicated with the right amount of plotting.


E) Have the reward equal the risk; not just bodily harm, but also if a character risked loss of money, status, friends, sanity, or innumerable other things. Remember also that characters with endless streams of successes learn very different things than someone who fails frequently. As an example, a character that practically breezed through difficult situations may be granted tangible awards IC - such as status, money, or some other thing. But the character that was allowed to fail and be showed up receives the lion's share of experience. We are forged by the fires that make us, after all. :)


F) If you happen to be playing a character and running a storyline, be sure to keep the two separate. In fact, it's not a bad idea to run your first few plotlines for other people without involving your character; it allows you to focus on storytelling, and you don't have to worry about using too much knowledge. Don't just use your character as the hero to plow through the story while the other players plod along in his wake. Give your characters as many troubles (if not moreso) than the other characters are given, and avoid using them only as plot devices. It's an easy thing to do - I've lapsed into it several times myself.


G) Set expectations. When you announce you're running a story, be upfront about what kinds of characters you want, and what kinds you definitely don't want. Be firm about having that decision respected. Don't feel obligated to take on any more players than you feel you can handle. Don't feel like you have to accept players you don't want to play with - be polite, but direct. They will either handle the decision well and let it alone, or they will be jackasses and get themselves banned. It's your story, and you should be having fun, too.