So you've been playing D&D for a while, and lately you've been thinking: "I could run a game." Maybe you've got a story idea that won't leave you alone, or perhaps your regular DM needs a break, or you're just curious about what happens on the other side of the screen. Good news - you're already more prepared than you think.
You Already Know More Than You Realise
Here's the secret: if you've been a player, you've been learning to DM this whole time. You know what makes sessions fun, what slows them down, and what gets players engaged. You've seen what works and what doesn't. That experience is more valuable than memorising every rule in the Dungeon Master's Guide.
Start Small and Simple
Don't plan an epic 20-level campaign for your first session. Instead, aim for a simple one-shot adventure that can be completed in 3-4 hours. This gives you a chance to practise DMing without committing to months of preparation. Pick a straightforward plot: the town needs help with a monster problem, someone important has been kidnapped, or there's treasure in a nearby ruin.
Pre-written adventures are your friend here. The D&D Starter Set and beginner adventures such as the Lost Mine of Phandelver are specifically designed for new DMs, with clear instructions and helpful guidance throughout. There's no shame in using published adventures - even experienced DMs do it.

Prepare the Right Amount (Not Everything)
New DMs often make one of two mistakes: preparing nothing and winging it completely, or preparing so much detail that they're devastated when players ignore it all. Aim for the middle ground.
Prepare these essentials:
- A simple plot hook that gets players into the action quickly
- 3-5 encounters (mix combat, social interaction, and exploration)
- A handful of NPCs with distinct goals and personalities (not full biographies)
- A rough map of the important locations
That's it. You don't need to know every shopkeeper's backstory or have detailed political histories. You don't even need to know how things end - your players will determine that for you. You can improvise details if they come up.
Embrace Improvisation
Players will absolutely do things you didn't anticipate. That's not a failure of your preparation, it's the whole point of tabletop gaming. When this happens, take a breath and remember: you can just make something up. The players don't know what you had planned, so they won't know you're improvising.
If you need a moment to think, ask the players to describe what their characters are doing in more detail, or take a quick toilet break. It's completely fine to say "let me check something quickly" while you gather your thoughts.

Use Your Players' Energy
Pay attention to what excites your players. If they're more interested in the tavern keeper's mysterious past than the main quest, lean into that. The best DMs don't force players down predetermined paths – they build on player interest and choices.
Take notes during the session about things players seem curious about. These notes become your prep for next session.
Remember the Rules You Need
You don't need to memorise every rule. Focus on understanding:
- How basic attacks and saving throws work
- The structure of combat (initiative, actions, movement)
- How skill checks work
- Advantage and disadvantage
For everything else, it's fine to make a reasonable ruling in the moment and look up the official rule later. Keep the game moving rather than stopping for 10-minute rule debates.
Session Zero Is Your Friend
Before your first proper session, gather your players for a session zero. Discuss what kind of game everyone wants, establish basic ground rules, and help players create characters together. This prevents mismatched expectations and helps everyone start on the same page.

Your First Session Will Be Imperfect
Accept this now: your first session as DM won't be perfect. You'll forget rules, stumble over NPC names, and probably panic at least once when players do something unexpected. That's completely normal. Every experienced DM has been there.
What matters isn't perfection – it's whether everyone had fun. If your players are engaged, laughing, and eager to know what happens next, you've succeeded.
Just Start
The biggest barrier to becoming a DM is the fear of starting. You'll never feel completely ready, and that's okay. The best way to learn DMing is by doing it. Gather some friends, pick a simple adventure, and give it a go.
Your players want you to succeed. They're rooting for you, they'll be patient with mistakes, and they'll appreciate the effort you're putting in to create fun experiences for them.
The tabletop gaming community needs more DMs. By taking this step, you're not just starting a new hobby – you're creating opportunities for others to play. That's pretty special.
So take a deep breath and say those magic words: "Welcome to the tavern..."