An excellent article. To Peter's six points I would add three more:
I would add point 10 to the GMing tips: have not just one plot but many! Some players will love your idea of going to a mysterious island to hunt for a lost tome, others will think it dumb. They need a different hook to get to the island. I find it works best if every character has a unique reason for the quest. Give characters background details (with help), personality quirks, family heirlooms and their own individual reasons for adventuring and I've found that groups become very tight, and highly motivated.
Point 11: pace each session and adventure. Know when to call it a night and ask yourself: what do I want them to find out tonight and where do they have to be? Try and build each session into a climax, better yet, end with a cliffhanger (even a highly contrived one). Some sessions will be mostly bookkeeping....add some personality/character development stuff. Most of this type of session tends to occur in towns, perfect for role playing and info gathering.
Point 12...characters and plots should be like players and life... many layered with numerous secrets.
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