Basic Story Structure
Knowing this is the key to successful DM'ing. Imagine it as if every episode were a TV program, with 'To Be Continued" at the end of each program. (Well, they are all like that, nowadays...)
So, at the beginning of each episode you need an introduction/recap to bring the player/s up to date: where they are, what they are doing, why they want to do it, etc. (Write this as the last thing you do after an adventure, it shouldn't take more than a paragraph or two.
After the introduction we need to establish the evening's goal, as a part of the story. This allows the players the opportunity to investigate and discover what those goals should be, (or fall for a red herring and miss the goal completely.)Originally Posted by brian 333
Once the goal is established we need a buildup of pressure on the party, and they are forced to act lest the situation run out of their control. This could be combat sequences, but it could as well be social stress.Originally Posted by brian 333
Then there is a climax: the ultimate challenge for the evening. This is the make-or-break moment for the party. Everything they have done so far leads to this moment, and its outcome determines the course of the next adventurer in the series.Originally Posted by brian 333
Finally, there is the ending, or denoument. This allows the party to learn the lessons of the event, split the spoils, and close up any loose strands that may be lying about, (or expose any hooks for the next installment.)Originally Posted by brian 333
So,Originally Posted by brian 333
I Recap
II Establish Goals
III Buildup
IV Climax
V Conclusion
Basic Story Structure.
Now you can have a little fun with it. The old time serials used to end right in the middle of the Climax and have the conclusion concurrent with the next week's Goals. They called this a Cliffhanger, supposedly because just as the hero was hanging from a cliff the narrator would break in with, "Will he make it? Tune in next week for another exciting episode!" The Adam West Batman series did this every single episode, in a conscious parody of the technique.
This is also the structure of an overall campaign. You may have many episodes in the Establish Goals section, a few in the Buildup section, and two or three Climax episodes, but within each episode there should be a stand-alone story. This gives the players a feeling that they accomplished something, and leaves them wanting to come back for more.
The structure helps you as a DM by defining for you what parts you must focus on as you build the night's adventurers too. Others have said to avoid planning ahead. I will modify that by saying, plan ahead, but not for what your players will do: plan for what your villains will do in each episode, and if the party hares off in the wrong direction you will know what the party can expect next week. The missing map, for example, that they should have found, will now be in the hands of the enemy who will use it. Next week's episode will be about catching up before the enemy wins the race!