Dermonsters Guide to the nic knacks of RTD building!
1 How to get started.
I am assuming you know the mechanics. First, as all good things go, you must have an Idea. An idea is basically 'What if?' It is the basis of The Setting, The Plot, and The Character, while the three combined make up The Story. Not much to say here, go wild.
2. The setting.
A setting is when and where the story takes place. A common misconception is that if it's 'bog standard' then it won't be any good. I disagree! A standard fanasy, Sci-fi, or anywhere in between is just as interesting as any gimmick setting, that is: Not at all. It is merely a place from whence the Plot and the Characters reside, don't sweat if you can't come up with something innovative. They're called the classics for a reason. That said, a little something new now and then does really shake up the status quo and be entertaining, but don't let the Setting override the Plot or Character. Make it western wizards, steam punk treasure hunters, something neat, but never forget that it is merely the vessel of The Plot and The Character.
3. The plot.
Many people assume that due to the 'simplified D&D' reputation that a plot isn't really that important, and you should just throw it up and make it up as you go along, or just let the players free roam across the world.
Wrong.
A plot is integral to The Story. from personal experience, if you don't have at least something planned out, your ship will burn pretty badly, or players will become bored and leave. Players often need something to nudge them along, give 'em something to do. In simple terms, set down a rail track and start up the goddamn exposition train. Save the world, usurp the king, become the wealthiest men alive, give them a goal. That's not to say they should be on the train 24/7. If they attempt to derail, whether they succeed or fail, work the derail into the plot. Let them have a bit of fun, that's the point.
But otherwise, think things in advance, but only in broad terms. Players usually shatter any minute detail you come up with. I've personally born witness to a city leader be immediately incinerated the first(and last) time he appeared due to a players actions.
(That player was me.)
4. The Character
This is pretty cut and dry. The Character is your players.
The standard format is as follows:
Name:
Bio:
With a variety of miscellanea as per usual, stats and powers or abilities and such.
The name is painfully obvious. Just have the player use his forum name. It makes working out who's who immediately less painful, and is an acceptable break in realism.
The bio is the real tricky part. You think you want your players to have a back story. But ask yourself: Are you actually going to use it? Coming up with a character from scratch is an annoying process for the players, and a worthless endeavor if you never bring it up again. If you do, ask them for about two or three back story related bits of trivia and leave it at that, weave something neat out of it. I have personally never seen this happen, if you manage to do so, well done!
Anything else is a product of The Setting. Your Class, your mutant powers, your implants, a profession, whatever.
The Story
When you combine all of the above, you create The Story. A thrilling tale of player antics.
Make it a good one, eh?
Miscellanea
Don't over complicate the mechanics or character creation, it leads to insanity.
A tradition is to change the thread title each turn to represent what happens in the turn in a short and funny manner.
Humor is a big plus. So is Artwork. Neither is technically required (The latter is hardly represented as all) but it will make your game memorable.
Spell check. A lot. Also grammer check. This is paramount if you want to be taken seriously.
Make sure the layout of the turn is a neat and organized manner. Quote the action above the results. Or you can lump them all together and make it seem like a passage out of a book, if you're into writing.
Do not play in your own game.
When picking players, wait one day for applicants, then roll for who gets to be in.
If a player has not responded to a recent turn, PM them, wait one week, then kick them the hell out and add in a waitlister.
Use Random.org for rolls.
Colored text in the status works well in some cases. (EG: Differentiating a Passive from an Active ability, or a disability.)
NEVER GO ABOVE SIX PLAYERS. It just makes a gigantic mess. A local minimum is four.
Abbreviations to hide the rolls is smiled upon.
Maps are a must when you can't accurately describe where everyone is or where anything is at any moment.
And then I got bored.