verisimilitude
the semblance of reality in dramatic or nondramatic fiction. The concept implies that either the action represented must be acceptable or convincing according to the audience's own experience or knowledge or, as in the presentation of science fiction or tales of the supernatural, the audience must be enticed into willingly suspending disbelief and accepting improbable actions as true within the framework of the narrative.
If you want to run a game that you and your players will still be talking about in 15 years you need to master the above concept as a game master/storyteller.
I hear a "But is it fun?" out there some where. Sure fun is important but marbles is fun, checkers is fun, if you want to kill an afternoon rolling dice and pretending to smash the coalition state that's fun too.
When I put pencil to paper I'm looking for something more than "just fun", I'm looking for something epic. Obviously I'm not going to get something epic every time I GM, I might never get to that level but I'm going to try. And the only way a GM is going to ever take a step up from a game being "just fun" to "holy crap! I can't wait for next week's game" is to understand the concept and execution of verisimilitude.
If you master the art of verisimilitude, having fun will be easy and require little effort. The work you put in ahead of time will see to that.
This is just something I wanted to share that I feel strongly about. I can't tell somebody else what is or isn't fun for them.
But I can smell a crappy game being run @ a convention a mile away.