While I'm not really a very experienced Storyteller, I do have a couple of tips that people have told me (after I begged and pleaded to know their secrets :) 1. Focus. If a game is held in a place with a lot of distraction, it will practically impossible to create any type of sustainable mood. The same goes for places where people can just "wander by" to see what's happening, and they inevitably ask questions and just generally pester you. Also, its best to play in a room where everything is there for the game, and everything not there for the game is tucked away. Then the imagination will focus on the game-things, not on some cool magazine you have lying around. The same goes with other activities in the room: you are there to _play a good game_, not to discuss this TV show or knit socks (unless its in character). Save those for breaks. 2. Focus II. One of the tips a friend of mine gave me that I haven't had a chance to actually put into practice yet is the idea that if you have something that the players can focus their attention on, something that either symbolically, metaphorically, or actually has to do with the game, it can help to keep them in the spirit of it. Basically, it's giving the players' imaginations a little boost by giving them something "real" they can hold on to. 3. Consistency. In playing NPC's, handling where things are, who did what, how things work, etc., consistency is important so as to not shatter the illusion. My memory is not that great, so I tend to have reams of notes with me. This allows a player to try to have his character anticipate something, for dramatic effect. (This one comes from the ST's Handbook, a great read, BTW.) 4. Knowledge and Description. Be as prepared as possible. Be prepared to give details to a player about any situation. In a dramatic getaway or chase, little things like a tossed away magazine can be used for irony or contrast. Throw lots of these little things in there everywhere, some players may grasp at them, some won't. But if the situation isn't there, it makes it harder to be dramatic. 5. Acting. Encourage both yourself and your players to act out the situations and state of your character. How many werewolf players do you know that will whimper when they are hurt badly, as a Garou might? Or howl in pain or cry or scream? (Just not too loud; the neighbors might get ansy.) Growl. Mumble. Whatever your character might say, say it, don't go "Well, Mike says X." Call the other player's by their character's names. Refer to the NPC's by name if you can. If you can do an accent appropriate to the character, do so. (I have played a Russian with an authoritative and menacing slant to his accent, and a worry-wort, "poufter" English Ventrue, and in both I found the accents helped me get into character easily. At one point, I played both characters in the game, and switched between the mindsets by switching accents. It was a little confusing tho'. :) 6. Background and Personality. If a character has just arrived out of the blue, off the turnip truck, with no past and little more than a bunch of stats, how can you expect to dramatically play that person's characteristics? Encourage your players to write reams of background notes. Can't write? Fine, dictate it to a tape recorder. Don't have a tape recorder. Fine, sit down with the player yourself and be a human recorder. For my first character, I talked to my storyteller off and on for a total of about 20 hours! _And_ I had some written background. By the end of that, I knew the motives of the character, and new of his sensitivies and strengths. Encourage your players to think about the little "quirks" that the character has. One of the things I'd advocate is the idea first, then the "stats". In other words, present me with a full character description, and we'll work out the "numbers" from that. This way, you can assign more virtues or flaws if you find it necessary, give a few extra points here and there if necessary, and generally match the stats to the idea. This also allows you to veto powergamers easier, IMHO. For example: I had a player decide to play a "Fox Mulder as a Mage on the Run" kinda character. He was due to make Director of Special Affairs in the FBI, but he didn't have the appropriate points. I looked at his sheet: for a standardly trained operative, he had no points in Investigation or Firearms. I gave him a two in each. 7. Enthusiasm. If you don't have it, your player's aren't either. Like a trained actor, you have to put your personal life out of your mind, play the characters and perform the best you can. And don't expect any less of your characters, and let them know. Well, these are just a few thoughts off the top of my head (as a second cup of coffee runs through my blood..) If you have any more, or any problems, by all means, post away! I for one enjoy discussions on the nature of "How to Storytell", especially advice from those who know better than me (practically everyone, I suspect!) Mark (mark.kilfoil@nrc.ca) (The Encaffeinated One)