> When you’re the GM, don’t try to plan what will happen. Instead, ask questions—lots and lots and make them pointed toward the things you’re interested in.
> "Does anything break when you do this crazy maneuver?”
> “The fire probably spreads out of control doesn’t it?”
> “That sounds like a bold plan. What’s the first step?”
> Part of the job of the GM is listening to what the players say, catching it, turning it around and looking at it, and seeing if there’s anything else to be done with it.