theatreofcomets says:
I'm glad I chose a tolerant friend who's up for anything, so I wasn't anxious about him having a good time
Yes, that can help a lot. There can be so much pressure to get it 'perfect' the first time that people don't even try.
Taking the pressure off allows us to get the practice we need to get good, and even the early attempts are usually not that bad anyway.
We are our own worst critics.
theatreofcomets says:
I did fine at knowing when moves were being triggered
It is mostly pretty obvious. And if we miss a few it does not really matter.
The trick is to not overthink it, and to not kick ourself later when we have time to review and notice all the potential Moves we missed.
The only time you need to make a GM move is when they roll a 6- or when they look to you to see what happens. And those are hard to miss.
There is nothing wrong with taking a moment when that happens to look down at the GM Moves cheat-sheet and think about which to use in the situation. Don't worry that there might be a 'better Move', go with your gut and take the first one you think of.
theatreofcomets says:
I did reasonably well at narrating using multiple senses
Possibly easier with rabbits. Which is good since it is probably more important with rabbits.
Good game to learn those skills on.
Good skill to have, but don't overdo it.
theatreofcomets says:
once when I was stuck I asked my friend ...
YES! This! All the time this!
theatreofcomets says:
I chose a good spot to wrap the story for the night ... I did miss an opportunity to end on a cliffhanger
A good ending is more important than a cliffhanger. Cliffhangers can be hard, and can often be missed by a sentence or two. You realise that if you had just stopped talking 28 seconds ago it would have been perfect, but now you have to finish the thought and it just slips further and further away.
Anyway, cliffhangers are seldom a thing in PbP.
theatreofcomets says:
even with just one player I found it hard keeping track of everything! I had notes on index cards all over the place
That is a skill that comes with practice.
Keeping the story simpler helps.
Relying on the other players to keep track of some of this stuff can help too. (But not always, players can be stoopid.)
theatreofcomets says:
... because it was just me and him it was a lot of work and I was constantly 'on' - there were no other players for him to bounce off ...
One player is a lot of work for everyone. It can make for very rewarding games but is as much work for a GM as many multiplayer games, and require a lot from the single player.
As you say, they are also 'always on', they don't get to rest and take a breath either, they don't get to see what someone else does, or ask for another opinion.
This is a good way to test out a game system or GMing skills, but a hard way to play games.
theatreofcomets says:
I need to work on evoking place and embodying NPCs more vividly. ... where I'll focus future prep ... get a felt sense of the world ...
Try not to stress about NPCs. Keep them simple. You can always build up the ones they players latch onto. Don't try to predict which NPCs your players will gravitate to, they tend to pick the ones you did not focus prep on. (as below:)
theatreofcomets says:
... players do will veer away from anything I prep, but if I have a strong sense of atmosphere and presence, I reckon it'll be easier for me to evoke new places and NPCs on the fly
- so to follow on from the above - spend more prep time daydreaming and visioning, until I have a good feel for the place / characters I want to evoke
True. The more you prep the more you can improvise. But the more specifically you prep the harder improv becomes.
If you understand what sorts of things there are in the world in general, you can easily improv what is reasonably in a place you did not plan for them to go to.
If you understand what sort of things people in the world want, or what this particular NPC wants or does not like, you can more easily improv their reactions when the players make outrageous and unexpected demands.
This is the best sort of prep. You can do this in the bath, or in the car, or while standing in a queue.
theatreofcomets says:
... I did forget to be a fan of the characters ...
You sure? Check again.
Anyway, sticky notes are a thing you can do.
theatreofcomets says:
the story was fun and memorable ... at the end my friend said, "Hey we should play this again with more people!" So I take that as a success for my first go
Yep. That is the best outcome. A 'perfect game' where players don't feel that way is pointless, but a struggling game where they enjoyed themselves is all that counts.
theatreofcomets says:
.. rolls were so consistently good, I had few natural opportunities to do GM moves ... ended up doing a couple anyway ...
Everything you do is a GM Move. Every time the player looked to you so see what happened next, or did something risky, you made a Move. Sometimes that Move is calling for a roll to let the dice decide.
Congratulations. I would love to say it gets easier, but I am not sure it does. It is still worth it.