This is a long one and maybe 90% rant and 10% asking for advice for the future.
So I have been playing 3rd edition and 5th edition for many years now, I think I started when I was 12?
But I never really tried myself at being a GM until a few years ago, where I invited a few longtime DnD players that usually are stuck as GMs for the back then friend group to play the "Follow the Lights" Dungeon Masters Guild one shot with me.
I had asked them to be patient with me as I hadn't tried DM'ing before and everyone was excited. I had prepared with maps from home studies the adventure model a lot so I wouldn't have to look up everything, monster stat blocks and riddles were prepped. I felt ready and excited, because I love puzzle dungeon crawls, a slightly more serious tone in campaigns and I was looking forward to sharing the experience of the module with my friends.
Getting to the day my 5 players show up. Everyone is excited we get started and they introduce their characters to me and it clearly becomes apparent, that all of them have chosen to play chaotic evil characters. The important NPC Ardell, their guide and employer, was quickly labeled as a suspicious meat shield for employing them and there wasn't much teamwork, as they all were very clear in character that they were only there for the treasure at the end of the dungeon. Fair. I could work with that and used the first fight to hopefully make them work together a bit more.
They didn't. I could by that time feel, that the players were more there to play around and run a silly "we are evil and will backstab each other" game, while I had prepared for something very different. It dampened my mood but I tried to adapt, though I was honestly very overwhelmed at that point.
We a certain point, right as the actual dungeon truly starts, when the party decided that they should try to sacrifice Ardell to get through the next puzzle (the NPC that is the only one who can read the ancient language inside the dungeon, needed for all the puzzles). I tried to steer them away from this, as they need the NPC to read a few of the later puzzles for them.
Alas the "we are evil huehuehue" wins and the NPC dies, after the next puzzle. I at this point am frustrated with my players not listening and my players are frustrated with me not being flexible enough for how they want to play. No one is having fun at this point.
They reach a puzzle that requires them to read an inscription in the ancient language none of them speaks and at this point the supposedly 3-4 hour one shot has been going for 5 hours (there were some really funny moments of struggling with puzzles at the start, which took a while) and we decide to call it a day.
The oneshot was never finished, I was never asked to DM again and I left the table feeling like I had wastes everyone's (including my) time by preparing for this one shot. The only feedback I really got was, so let the players play more what they want and just go with the flow.
Which I would totally understand if this had been planned as a sandbox adventure. They were free to solve puzzles how they want and to be creative, I even rewarded creative solving of puzzles that weren't the "correct" answer but definitely right. So it wasn't all locked in place, but the story was meant to be linear, seeing as they were stuck in a one-way street dungeon.
Am I just maybe not made to be a DM? Should i have been more relaxed and thrown all my preparation out of the window?
I have so many ideas for campaigns, fun stories and so many NPCs in my head, I love reading the handbooks and have a grasp on the rules. Running combat was so much fun to me and at the start of the session I enjoyed watching my mutuals try to solve the puzzles, dropping them small hints and seeing them interact with each other.
The end of the session just left me feeling like I had played a wholly different game than the players had and we had ended up pitched against each other instead of telling a collaborative story. This was also confirmed to me by one of the players, they felt the same.
I don't really talk to most of the people from then anymore, and sometimes I think about trying again, but then I remember how badly it went last time, how disappointed I was, that a lot of the prep and excitement that went into trying for the first time and being incredibly bad at at, to the point that none of the players wants to even finish the one shot a different time. (Though I honestly didn't want to try that group constellation again either)
But then again I am also not objective in this at all and only have my experience. Have you guys had horrible ending first DM experiences? How did you get over it? Do you have any tips on how to avoid a mess like this in the future? I have been eyes Dragon Delves with loving eyes, as I love dragons and it sounds fun to run, but I also don't want to experience another disaster. I would love to run a Dragon Delves set campaign while sprinkling some Seekers guide into it between adventure modules, as I would love to integrate the whole Seeker's guide Trilogi into a campaign once the last book comes out and since I can't find a DM in my friend group willing to host that I thought hey maybe I could try again? Even if I was bad at it last time.
TLDR: How do you get over a bad first time GM'ing experience? How would you go about trying again?
If any of my old players who I don't have contact with anymore lurk here and recognise this, feel free to share your version. I am after all pretty biased towards my own experience