Some general suggestions:
Make sure the group is ready to play when you start. Make sure any eating is done, players have dice or anything else they need out. Don't let conversations sidetrack the game. I used to have a player who loved to de-rail the game with side conversations. And then get mad when you called him on it or wouldn't let his comments effect the game.
Some more specific suggestions. I realize you are new, but have realistic expectations about where the party will get to in one night. It WILL come with time. Also, "storyboard" unimportant items, again some thing that will come with time. Same player I mentioned above wanted to role play EVERYTHING, including mundane purchases like trail supplies. Or talk to every NPC the posse came into contact with. I eventually started using a technique I learned from another GM. If the players start going down a road that (A) isn't important or (B) non plot related, you can make some sort of gesture or comment letting them know. This is one I usually DON'T suggest to new GMs, since your players will use it as a "lie detector" to quickly find anything important in your game.
Hope these help!
--- In Deadlandsuk@yahoogroups.com, "grant" <darachstone@...> wrote:
> I'm a real newbie to all rpg games and have only Gm'd once, and looking for advice and tips to running one off games. So far the first game of deadlands went fairly smoothly but we only got half way through, the game that i thought was going to be a quick 3hr session with the group (based in Falkirk btw) never came to a conclusion. Game slots are few and far between so the question is how do you go about planning the story and Gming the game to fit to a time scale.
> all advice is welcome as I'm a real greenhorn for both deadlands and gming.