Now that I have a couple convention games under my belt as it were, I wanted to set up a thread where we can share our experiences and do's and don'ts with others.
Things I learned this weekend:
1) if the venue allows alcohol, don't schedule your game for a Friday or Saturday night. Half my players in the evening session were drinking; a couple were visibly affected, and one guy who was supposed to run the planetary defenses needed constant assistance - he was so drunk he could hardly count how many dice he needed to roll and what constituted a "hit", let alone how to roll to resolve said "hits". He was wasted. He may have had "fun", but it was slowing the game down in a major way. So, in future, I plan to only schedule sessions in the late AM/early afternoon.
2) Have more player cheat sheets; one per side is not enough. Every player needs a set.
3) Clipboards for every player are a must. Thankfully I had enough.
4) Expect your finely tuned scenario to fall apart when the players don't do what you expected. It's typical in my experience for the players to not cooperate, and go off every man for himself to kill something. While they may have fun doing their own thing, the scenario may fall apart. As long as they are having fun and ships go boom, it's okay from their perspective, but it is frustrating from a GM's perspective.
5) Try to only have a couple ships per player, preferably of the same ship type. Having a new player run 3+ ships was causing some delays. Give the larger squadrons to the more experienced players. I found that 11 vs 10 ships in a running battle was barely doable in 4 hours, and the somewhat larger planetary assault with 12 vs 7+ defenses bogged down. Keep the game smaller if you want to finish in 4 hours.
6) Ride herd on the players, and when they seem to be socializing more than playing the game, you have to step in and nudge them back onto what they need to be doing.
If you can move over to the other side of the table and help resolve combat in an isolated section of the battle, do so.
Things I learned this weekend:
1) if the venue allows alcohol, don't schedule your game for a Friday or Saturday night. Half my players in the evening session were drinking; a couple were visibly affected, and one guy who was supposed to run the planetary defenses needed constant assistance - he was so drunk he could hardly count how many dice he needed to roll and what constituted a "hit", let alone how to roll to resolve said "hits". He was wasted. He may have had "fun", but it was slowing the game down in a major way. So, in future, I plan to only schedule sessions in the late AM/early afternoon.
2) Have more player cheat sheets; one per side is not enough. Every player needs a set.
3) Clipboards for every player are a must. Thankfully I had enough.
4) Expect your finely tuned scenario to fall apart when the players don't do what you expected. It's typical in my experience for the players to not cooperate, and go off every man for himself to kill something. While they may have fun doing their own thing, the scenario may fall apart. As long as they are having fun and ships go boom, it's okay from their perspective, but it is frustrating from a GM's perspective.

5) Try to only have a couple ships per player, preferably of the same ship type. Having a new player run 3+ ships was causing some delays. Give the larger squadrons to the more experienced players. I found that 11 vs 10 ships in a running battle was barely doable in 4 hours, and the somewhat larger planetary assault with 12 vs 7+ defenses bogged down. Keep the game smaller if you want to finish in 4 hours.
6) Ride herd on the players, and when they seem to be socializing more than playing the game, you have to step in and nudge them back onto what they need to be doing.
