Suggested Books: Seagal, Sandra and Horne, David. "HUMAN DYNAMICS" http://www.amazon.com/exec/obidos/ASIN/1883823064/geekmedia To build a team of any sort (including a gaming group), you first have to be able to understand and communicate effectively to each other. It deals with how different types of people learn and process information differently, and did a lot to help me understand why some people like fast-and-loose rules, some people like hours of number crunching, and every style or character creation and rules "granularity" in between. This book was actually designed for use by corporations wanting to develop "learning organizations" (which is where I first read and used it), but it gave me a lot of things to keep in mind when I design my next rules system and run (or even participate in) my next game group. Card, Orson Scott. "CHARACTERS & VIEWPOINT" http://www.amazon.com/exec/obidos/ASIN/0898793076/geekmedia Yes, it's a book on writing, but the emphasis is on creating characters. For a comprehensive RPG course, you need more than number-crunching; you need the non-statistical aspect of character background, personality, and verisimilitude. Tobias, Ronald B. "20 MASTER PLOTS AND HOW TO BUILD THEM" http://www.amazon.com/exec/obidos/ASIN/0898795958/geekmedia I've gained more good information on plotting strong adventures and campaigns from this book than from any game supplement. Another writing book, but a MUST for all game masters.