kiddanger wrote::!: Ok so the truth is,...
So... you're saying that you've lied to us at some point.
kiddanger wrote:Just recently I found a copy of HU2 in my roomate's things...
And that you rifle through your roomate's possessions.

kiddanger wrote:...four months ago I had no idea what Palladium games were. I've gamed for years with D20 systems but never as a GM. Just recently I found a copy of HU2 in my roomate's things and was hooked. I would like to to run a campaign and have got several people who said they are interested. What I need is some tips from some pros as how to run a succesfull campaign. I.E. how far in advance should I script story, should I try to anticipate players responses and premake branching storylines? And yes I already looked at mephesto's tools and tables (Awesome Dude) and read HU GM's Guide. Thanks for any advice you might have.
I script all the way through a story arc, start to finish. What that means is, I determine who the villain of the arc is going to be, script out the whole thing (preferably while another arc is ongoing), and plant any seeds I need to within the current adventure arc.
Ultimately, in a superhero game, you'll want to script things far enough out to adequately lay the groundwork, otherwise it's going to have a more D20 feel (like using canned modules that connect only tenuously, if at all, to any ongoing campaign - a string of unconnected adventures).
Also, it's okay to break up an arc with smaller adventure arcs - i.e., while investigating Dr. Awesome's plan, the heroes have to contain an unrelated prison break. The heroes don't have to know it's unrelated, it's just a dose of adventure to keep the players pumped, and maybe a dose of confusion to keep them guessing. any of those smaller adventures can blossom into a full arc of their own (for example, in the previous prison break example, perhaps the heroes do not catch all of the escapees, and those escapees band together as a criminal organization).
Ways to pepper seeds of an upcoming arc into an ongoing campaign:
* news stories (in the paper or on TV)
* small adventures (Heroes stopping a robbery at a lab, for example, leads into questions about what they were stealing and why, and for whom)
* rumors given out by informants
* Psychic characters can have visions of coming or past events
etc.
The more you know about the villain's plans, the easier it will be to work them into the ongoing narrative of the campaign.