Hi Simon,
Thanks much for all of this info. I'll try and take it to heart. There's no substitute for practical experience when running a campaign I guess, and this is something I lack at the moment. I'm sure all this will seem easier once it stops being so theoretical.
Best,
/// Two things, if I may :
- it's all for fun ; don't worry too much about it, don't suffer because of a game. The more pleasure you feel, the more pleasure will the players feel.
- A Quest is not theoretical, it's Action, Living Faith, literally Walking with God. You run it the same way you run any other part of the campaign. Make it beautiful, intense, frightening. Let the players ponder the consequences of their actions at length, then hit them with a 5-seconds limit to decide what they do, because... "the gate is opening and you can feel the heat of Hellfire", or "the cerami (angels) are now bearing down on you", whatever.
Have fun.