Hosting D&D One-Shots: Planning and Execution

The Daily DM • March 10, 2025

So you want to run a one-shot, eh?

A group of figurines standing in front of a dragon in a room with candles.

Dear Readers,

Running a Dungeons & Dragons one-shot can be a rewarding experience for both new and veteran Dungeon Masters (DMs). One-shots offer a unique opportunity to tell a self-contained story in a single session, making them ideal for introducing new players, testing out homebrew mechanics, or just enjoying a quick adventure without the commitment of a full campaign. However, planning and executing a successful one-shot requires careful consideration. This guide will walk you through every step of hosting an engaging and well-paced D&D one-shot.


Step 1: Define Your Goals

Before you start planning your one-shot, determine your main objective. Ask yourself:

  • Is this one-shot meant to introduce new players to D&D?
  • Do you want to test a new setting, mechanic, or rule system?
  • Is this a filler session for an ongoing campaign?
  • Are you running this for a convention or special event?

Understanding your goal will help you structure the game to meet the needs of your players.


Step 2: Choose a Theme and Setting

A one-shot should have a strong central theme to keep players engaged. Consider:

  • Classic Dungeon Crawl – Explore a mysterious ruin, crypt, or wizard’s tower.
  • Mystery/Investigation – Solve a murder, uncover a conspiracy, or track down a missing artifact.
  • Heist/Rescue Mission – Infiltrate a stronghold, steal an object, or break someone out of prison.
  • Survival Horror – A desperate fight against undead, eldritch horrors, or a cursed environment.
  • Political Intrigue – Navigate social conflicts, power struggles, and courtly drama.

Your setting should align with your theme. Whether it's a haunted castle, a bustling city, or an alien wasteland, ensure it supports the story you want to tell.


Step 3: Keep It Short and Focused

A one-shot should be playable in three to five hours. To maintain this timeframe:

  • Keep the adventure centered around one major goal or conflict.
  • Limit locations to three to five key scenes.
  • Avoid long travel sequences unless they serve the plot.
  • Minimize complex puzzles or intricate backstories.


Step 4: Pre-Made vs. Custom Adventures

If you don’t have time to write a one-shot from scratch, many published modules can be adapted for your needs. Great resources include:

  • Wizards of the Coast Adventures (e.g., Tales from the Yawning Portal)
  • Dungeon Masters Guild (homebrew adventures from other DMs)
  • Free online resources like One Page Dungeons

If you write your own, use a simple structure:

  1. Introduction – Why are the characters here? What is their goal?
  2. Obstacles – What challenges must they overcome?
  3. Climax – The final encounter, battle, or puzzle.
  4. Resolution – The outcome based on player choices.


Step 5: Pre-Generated Characters vs. Player-Made

To save time, consider offering pre-generated characters. This is especially useful for new players or time-limited sessions. However, if your players prefer making their own characters, establish guidelines:

  • Set a level cap (typically Level 3–5 for balance).
  • Provide a simple backstory connection to the plot.
  • Restrict complex or homebrew subclasses unless you’re comfortable balancing them.


Step 6: Balance Encounters and Pacing

Combat should be quick and impactful in a one-shot. Tips for balancing encounters:

  • Use one or two big fights rather than multiple small ones.
  • Reduce enemy HP but keep damage output high for faster resolution.
  • Consider adding time-based urgency (e.g., a collapsing dungeon or rising lava).
  • Offer non-combat solutions to some challenges to keep variety.

For pacing:

  • The first hour should introduce the story and setting.
  • The second hour should build tension and challenges.
  • The final hour should lead to the climax and resolution.


Step 7: Managing Player Expectations

At the beginning of the session, establish:

  • Tone and genre (Is this horror, comedy, high fantasy, grimdark?)
  • House rules (Are flanking rules in play? Are there custom mechanics?)
  • Table etiquette (How do players call for a pause? Are phones allowed?)
  • Time limits (Let players know they should act decisively.)


Step 8: Running the One-Shot

When the game starts:

  • Begin in the action (avoid long exposition dumps).
  • Keep NPC interactions brief (limit unnecessary side plots).
  • Monitor pacing—if the session lags, cut unnecessary encounters.
  • Reward creative problem-solving over dice rolls.
  • Be prepared to improvise if players go off-script.


Step 9: Wrapping Up

The ending should feel satisfying. Whether the players succeed or fail, tie up loose ends and allow a moment for reflection. If possible, offer a short epilogue describing the consequences of their actions.


Final Thoughts

D&D one-shots are an excellent way to experiment with storytelling, mechanics, and playstyles. By keeping the game structured yet flexible, you can ensure a fun and engaging experience for your players. Whether you’re introducing new adventurers to the game or providing a quick and memorable session for veterans, one-shots are a fantastic tool in any DM’s arsenal.



Until next time, Dear Readers...

September 16, 2025
As many players read this blog, I know that many of them are DMs. This post is for you folks. Dear Readers, I am in a bad slump. My MS has been acting up and with that comes my depression and anxiety. I’m sure many of you know how it goes with that! To add insult to injury, I’ve hit a wall. Bad. I’ve developed a horrible combination of DM Burnout and writer’s block. Usually, I can work through bouts of burnout with holiday breaks and such helping out. Not this time. I know where the story is supposed to go, but I’m having a hard time getting there. And this is for the Ingrates. As the youths would say: Big mood.  Fortuitously, one of my players (the guy that plays Arkon in the Ingrates) recently picked up a copy of the “Kids on Bicycles” RPG. He liked the concept but not the rules, so he’s using another system, Tales From the Loop.
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