This is something that many folks really don't seem to get. To me it was obvious so I never really thought much about it. But to others it seems like they really haven't grasped this idea. It's really a simple concept that I feel it's just not directly thought of. But here it is.
Not every bit of gamemaster advice is for you.
The reason I'm talking about this is because I've seen an influx of folks getting all wrapped around the axle over things. Looking at every single GM tip as something they should use in their game. Then getting offended and upset when it doesn't work for their table, their game or their group. When reading the various advice columns you need to keep a few simple things in mind.
First. What game style is the advice giver speaking from? Take a look at what the person is running or supports all the time. If you're a hard core OSR and rules as written person then advice from somebody doing super narrative games with lots of hand waving probably isn't going to work. If you're a person who loves stripping everything unnecessary out of a game to the bare bones then advice from somebody who enjoys traditional style games with all sorts of fiddly bits won't be in your wheelhouse. So take a look at where the advice giver is coming from.
Second. How long has the advice giver been playing? Some people don't like me saying this one. Really it does make a difference. I can't tell you how many times I've seen some smug ass punk who's been running games for a handful of years telling somebody who's been running games for decades on how to do things. Yes there are some new folks who do a really good job of running games. Running them the way they want to. More often then not I've seen those same new folks having zero experience trying other styles or systems out. So if you're a decades long GM don't feel afraid to ignore something you don't like from somebody who is, themselves, a new GM. Especially when their 'great advice' is something we've all treaded over fifteen, twenty or longer years ago.
Third. Not just game style but what game. Don't pay attention to DnD advice on how to run your Vampire the Masquerade game. Also careful taking advice when it comes to messing around with mechanics when it's for one system when you're running another. What you are running is important to the kind of advice you need to listen to.
Fourth. What does your table like? If you have a group that really enjoys things a specific way it may hurt more than it helps when you change things up. I've seen this at my own table on a few occasions. Think about those folks who show up every week just to spend time with you and engage in the games you run. Do they want more props, more narrative control, more whatever. Or are they more happy with what you have going right now?
That's all I have for now. Maybe some more later. We'll see.






