1. The rules exist to support the game, the story, and the fun. They are there to be followed, bent, broken, or ignored, as necessary while providing a framework for resolving action.
1.a. House rules are better than bad rules.
2. Have the living room clean and ready
before the players arrive.
3. Be prepared. For what, I have no idea, but be prepared.
Not going to number them, but from your list (with modifications, as necessary):
- The player's fun is more important than your story.
- Don't be afraid to fudge. Only applicable to support the story / fun, otherwise, play fair.
- If you build it, the players will break it.
- Be sure to give every player time in the spotlight.
- A problem player can wreck a game. And sometimes the only solution is to remove them from it.
- Always carry extra pencils, paper and dice (ones you don't mind others touching)
- If a player disagrees with a rules judgment,
be fair and try compromising as much as you're able. If you can't, invite them to discuss it after the session. If they won't wait, politely say sorry and keep the game moving.call for a bathroom break and talk with them quickly about it. If you still have problems, see Rule #5. Discussing the rules before making a decision is fine, once the GM has made a decision, discussion time is over, we're here to play. - Not all players get along. And not all characters get along either. If there's tension, talk about it outside of the game, but do not get directly involved in personal matters.
- Never go anywhere without a knife. (Gibb's Rule #9 as well)
No matter how tempting the double-chocolate peanut butter brownies are, do NOT be swayed to rule in the baker's favor.The baker is also the wife, and usually has the knife. . .
I don't really think I have any more personal "GMing Style" rules/guidelines I follow. . .