If anyone has ever seen or played 999 (9 hours, 9 doors, 9 persons), there will be a fairly relatable scenario there, in which the game masters operate.
It's a DS game, by the way.
I've heard good things, but haven't played it.
I also realise it needs to be thought out from start to finish which is the hardest part.
Lots and lots of yes. Except, also lots of no. You can't control everything, and so you need to plan what you originally had in mind, and also every other possible thing that could feasibly happen in the universe of the game.
You have a straight choice, from the outset, of deciding what level of freedom you're giving your players. In Wolf, I've basically gone for maximum freedom: players are free to do almost anything they want in the context of the story. This isn't just something I happen to prefer (although I do); it means that you don't overtly 'ban' things that give away secrets. For example, if I said 'the cast of Wolf Manor aren't allowed to go in the lounge', you're immediately going to wonder what's in the lounge, as a player, and have to justify it in the plot (especially if your character would probably actually really like to go to the lounge).
You do have to cheat and control the universe around your characters, though. In Wolf, the only locked doors are the ones that are locked for obvious reasons: the NPC's bedrooms and their study - would you invite strangers over and not want to lock away where you sleep or keep important documents? Obviously not, and so those doors are locked. There
may be secrets behind them, but, equally, there may not.
The real cheating comes from having a complete monopoly on the environment. This might change as Wolf progresses, but I kept (and for many rooms, am still keeping) all information about the environment secret from the players until it was time for them to use it. This guarantees the most natural behaviour from the characters (in that they had a straight choice between a list of unknowns), and I can control what is in those rooms to suit. By forcing the players to give me a bit of a clue what they're going to do, I can intervene and adjust the environment around them.
In particular, one of the players knows that their character is going to witness
something shifty. I know they are, because I've been able to know where they're going to be, and, needing to present this bit of plot, have put the
something shifty where they can witness it. When asked what their character would find if they went to the location of the
something shifty, I haven't prevented them from going, but, by
being able to control the environment, have guaranteed that nothing will be discovered until its time.
While this might seem very passive, it doesn't have to be. There is at least one instance in Wolf where I've
needed something to happen, and, without infringing on any cast member's autonomy, have been able to, in a quite natural and coherent (if unsubtle, through other mistakes), control the outcome.
You can't control everything (as much as it would make my life easier if I could) without spoiling the plot: but you definitely can and should stack the odds in your favour. Sometimes you get what you were expecting when the players make their move - and, sometimes, you don't.
Do you advise time markers? "Finish xyz before Thursday evening, for example, and let me know if there's an issue. I'll make extensions if necessary."
Not so much. I'd recommend such an RP being in the Advanced Section; that way, you can basically be more selective with your players. As a result, you won't be getting posts very quickly anyway. This doesn't mean that you can't be all 'dude, could you please get a move on or leave a placeholder and get back to it', but setting a 'schedule' doesn't give you time to adapt to what you need to do, and clamps down on your players, from whom you're already expecting a lot by having them flying blind.
Or something like "For this section, everyone is allowed two posts minimum, and post 'done with this section' in the OOC when done for real"
'Two post minimum' is a bit arbitrary: sometimes a billion things happen in one short post, while nothing but character development can happen in five long ones. The 'done in this section' thing is good, though. Since you aren't going to be forthcoming with information, players might not feel that there's anything for them to do, which is fine if you can bump the plot along, but you obviously need to know when they're ready for it.
And what are your tips to be a good GM in general?
Honestly? Know your players.
Wolf is going very slowly, but I know all you guys, and so there's trust and investment there. That's why when Bliss and Call can't get on to post, they do get on to say where they are, what they're doing, and to apologise for RL existing.
Also, does one approve of elements of dice rolling in freeform settings? EG, if there is an actual battle between two players at a point, allowing dice rolls and predefined or mentioned stats to win it?
I tend never to use dice because I don't like chance: if I'm in control of what's going on, I like to make an informed decision. What would be better for character development (usually losing!)? What will help the plot progress?
Things that have worked well in Wolf (so far):- Timestamps on posts. Oh god yes. This means that in free time, lots of things can happen at once, without fear of contradicting each other's chronology.
- Coincidence. Sometimes it goes against you, sometimes it doesn't. Lots of things about Wolf Manor have been coincidences based on one completely arbitrary decision I made right at its conception. At the same time, the plot immediately evolved into something very slightly different the moment I started writing for Sol. Things will surprise you. Roll with them as far as you can.
- The manor itself. In order to control the universe around the characters, you need to know the universe and have a monopoly on information about it. Therefore, setting the plot in a restrictive environment (Wolf has gone for the cliché of phones don't work, remote location) means that you limit the players' scope without infringing on their characters' autonomy.
- Leaving clues. You guys have been good little bunnies and have gently been tugging the threads I've left for you. I've had to spell very little out (except one thing, which was my fault and will be seen as very clumsy as the plot reaches its end), and, as a group, you've written the clues naturally and well.
- Talking. I think I know what you guys are expecting from the RP and what you want. By having a good OoC relationship, I'm able to directly ask youse what you'd like to see/how you'd like me to run things, and youse tell me, and I do my best to accommodate.
- More secrets than clues. The plot in Wolf is either simple or complex (I'm not giving anything away!), but there are more secrets in that house than those clues that will resolve the main story. Writing in little secrets gives the players red herrings, but also gives you a little wiggle room if there's something you realise you need to justify. For example, Wolf Manor's study is locked, and what's in it is therefore 'secret', but you don't know what, if anything, is in there. That could be anything as innocuous as an embarrassing teenage photo of Lena, or Gertrud, standing before a smoking pile of corpses with a flamethrower tucked to her breast and a grenade pin between her teeth. The best part is that if I realise I need something to be in there (or have been in there), I have, until it is factually established to decide.
When Wolf comes to an end, I think I'm going to publish it with a preface of my notes for future reference for idiots like us, that take on GMing such a monstrous task. ;)