So, being the GM you talk about is actually a strange thing. But I want to answer thism anyway. Because the above is totally what I think is right. It is a careful balance between GM and Co-GM. I now deal with two Co-GMs in SinsoftheSaints and I do it for the first time. Having two Co-GMs. And one thing I am adamant clear about . . . Well, I think being a good Co-GM is ALL about being a good GM allowing your Co-GM his thing to do. Peng is right, it is about delegating work. Usually. I want my Co-GMs to bring in their vibe, their style. With Anvil and her creepy Asylum and you, who did scary time and again and very successful I know that I got two Co-GMs who can do this thing. And therefore I must allow them to spread their own ideas. To make their own plots fly. To make their ideas work. So, the question is what must a GM do, to have a good Co-GM? 1. Pick one he believes in. 2. Make room to develop his own ideas. 3. Not hand over the parts he does not like, but only use him for input. What does a good Co-GM have to have? 1. Be a good GM. 2. GM the game as if it was his. And thatÂ´s it. Maybe IÂ´ll review my points once I am in action with Sin of the Saints but from my two games I had so far, this is my experience.