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Hello,
It sounds like you need more time to prepare. It might be better to let your friends know that rather than getting the group together for a lackluster session.
Typically a GM would read through the entire module first, then make a few notes about various items--plot holes/difficulties, what to do if players are stuck, etc.
I'm not familiar with the module you mentioned, so I'm not sure if it should have a map.
The module probably gives you information on settings and events; then you have to adapt that to your players' actions. Basically I would outline the scenes a little. Tell the players the info they see or what happens initially. Then ask them what they want to do. The module should give an idea of what will happen in response to most actions. If your players do something off-track, it might be best to just say "you're getting off-track!", but you can also try to make events in the game get them back on track.
For pronunciation, I would sound out how you think it should sound (there's often no "right" way) and write it down:
e.g. Bartamaeus = BART-UH-MAY-US
It sounds like someone GM-ed a previous session. Can they help you GM, show you the ropes? You could even run the session with two GMs, just have the other one play a character and not give away secret info.
For questions about the specific module, try the FFG forums for Dark Heresy.
Hope that helps!
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