|PARANOIA 2nd Edition|
Now that I've been to a dozen or so cons over the past decade, I've experienced my share of good and bad GM issues. This year I decided to throw my own hat into the ring to help out my local con by running my first ever con game... and I ran into my own issues.
I've been a game master for various systems over the years, but running a con game adds elements that you just don't get with a home game.
1) Players generally don't know one another, so their comfort level is much lower.
2) As GM, you also are not aware of how comfortable the players are getting into character or immersing themselves into the setting.
3) Players may not be familiar with the mechanics of the system if they are testing out a new game.
4) Time is the enemy. There is a lot to get accomplished in a 2 to 4 hour time slot, so there is literally no time to waste.
I made a few rookie mistakes for my first con game.