Preparing for the Game
Step1
Develop the ground rules for running the game. This means defining your style as the game master (GM), as well as establishing what you expect from your players and what they, in turn, can expect from you.
Step2
Pick an adventure setting that interests both you and your players. You need something that your players will be interested in, but also something that you personally are interested in running so you can convey that interest to your players. You can choose from either a pre-existing adventure scenario or make up your own.
Step3
Immerse yourself thoroughly in the HERO System rules. This is not so much to force the rules down your players' throats, but instead to understand where and when to adapt those rules to your style as GM. Some Powers, Skills, Advantages and Limitations may not be appropriate for what you plan to run; be upfront about this.
Step4
Lay down guidelines for how players should create their characters, unless you are providing characters you have created for them to play. Many GMs restrict Powers by either the number of Active Points in the Power (base points plus Advantages) or the number of Damage Classes the Power has (Active Points divided by five). Evaluate each character on a case-by-case basis, as some interesting abilities may not fit with an absolute limit. See the related eHow "How to Create a Champions Character" for character creation advice.
Step5
Get copies of the players' character sheets after they create their characters. Look for adventure hooks in the characters' Limitations and origin stories. Verify that the character, as created, fits with what you want to run; if not, discuss it with the player.
Running the Game
Step1
Decide if your adventure will be a stand-alone adventure or part of a story arc that will run across several game sessions. Stand-alone adventures have no effect on subsequent adventures and can serve as breathers from long campaigns, while story arcs allow for more substantial stories to be told.
Step2
Determine the theme of the story behind the game, as well as the plot. The plot is the story being told; the theme deals with the reasons for the story and the goals for the player characters (PCs) to achieve.
Step3
Convey the mood and atmosphere of the setting through the use of props and handouts, music, lighting, acting and narration. Be as detailed as appropriate and as clever as possible.
Step4
Make the player characters the focus of the story. Give each character the spotlight where appropriate.
Step5
Incorporate your players' ideas into the game where possible. Sometimes, their ideas might be better; other times, they might be more fun.
Step6
Mix role-play with combat. The best stories mix drama with conflict; so should yours.
Step7
Assign experience points to the PCs at the end of the game according to the nature of the adventure and how well the players participated.