Game Master Resources

One-Shot Prep Checklist for Game Masters

A one-shot needs five things prepped: a hook the party can't ignore, three to four scenes with one decision each, a finale that can flex to fit remaining time, pregenerated characters, and your table kit. That's about two hours of prep for a four-hour session. Everything else on the internet's endless prep lists is optional. Here's the checklist we give new GMs, in prep order.

The structure (60–75 minutes of prep)

One page, five beats. A four-hour one-shot comfortably fits: hook, two or three middle scenes, finale. Write one paragraph per beat, not pages; at the table you'll improvise off the paragraph anyway.

Timeboxing (10 minutes, saves the session)

Write actual clock times on your one page for a four-hour slot: intros and hook done by 0:30, scene one by 1:15, scene two by 2:15, scene three by 3:00, finale started by 3:15. When the table hits a checkpoint late, that's your cue to compress. End the scene at the next decision instead of playing it out. Endings make one-shots memorable; no one remembers the skipped hallway.

Pregenerated characters (20 minutes)

Even if players can bring characters, have four to six pregens ready, because someone always arrives empty-handed, and for tables of new players pregens are simply better: play starts immediately. Make each pregen a one-line personality plus a mechanical toy ("battle medic who owes the villain money," "diplomat with one enormous spell"). Give each one obvious buttons to press and one tie to another pregen.

The lazy version: Dice Outpost's pregen library is free to point players at, and characters they build in the character locker are reusable across games.

The table kit (10 minutes to pack)

Safety and expectations (5 minutes, non-negotiable at public tables)

Thirty seconds of session-zero-in-miniature before the hook: name the tone ("heist romp, nobody's traumatized"), state the safety tool you use (an X-card on the table or a simple "open door" policy costs nothing), and ask about content limits if the table is strangers. Public and paid tables run this by default; it's part of why professionally-run games feel reliably comfortable, and it takes less time than choosing snacks.

The 30-minute pre-session sweep

Day of session: reread your one page (not the whole adventure), speak the hook out loud once, check the villain's three best moves, confirm seats and start time, pack the kit. Then stop prepping. Past this point, extra prep is anxiety in costume. The players are bringing the half of the session you can't prepare anyway.

Frequently asked questions

How long should a one-shot take to prep?

About two hours for a four-hour session once you've run a few: an hour on the five beats, twenty minutes on pregens, and the rest on kit and statblocks. If prep is regularly taking longer than the session, you're writing a novel, not prepping a game.

How many encounters fit in a 4-hour one-shot?

Four to five total scenes: a hook, two or three middle scenes mixing combat, social, and exploration, and a finale. A single combat encounter with four new players routinely takes an hour, so budget accordingly and pre-decide what to cut.

Should I use pregenerated characters for a one-shot?

Yes, or at least have them ready. Character creation eats an hour of a four-hour slot, and pregens with built-in personalities and party ties start the session at full speed. Reserve bring-your-own for tables of veterans.

What's the best one-shot structure for beginners to run?

Hook, three scenes, finale, with one real decision per scene and clock times written next to each. It's forgiving because each scene is a self-contained unit: cut one and the story still works.

Can you get paid to run one-shots?

Yes. Professional GMing has become a real sideline, with prep-once-run-many one-shots as its bread and butter. Dice Outpost handles listings, booking, and payment for GMs running in-store or online; the craft in this checklist is the actual product.