That said, I have two suggestions for experienced OSR game masters of the B/X persuasion . . .
1. To become a better game master, play the game.
Yes, being a good GM takes practice, but playing will increase an experienced GM's skill more than running. You'll find things you like and things dislike about the game you're playing and apply that knowledge to your own.
A "forever GM's" skill plateaus; often, they don't even realize it. If you've been running games and "almost never get to play" for years now, it's likely that you're a "forever GM."
Forever GMs usually—but not always—run at least a "pretty good" game. However, they're never "great" and they all judge their own ability as far better than it is in reality.
Forever GM's are the "only childs" of game masters. Don't be a forever GM.
2. Roll a B/X dungeon straight out of the book.I number the rooms if they're not already, then roll on the chart from page B52 for each one in order. Yes, chances are, 1 in 3 rooms are empty; that's because the game emphasizes exploration. Empty rooms help create a cadence or rhythm to the game that is part of the B/X dungeon crawl experience.
I then roll for all the monsters and treasures. Here's where I gather all the stat blocks and rules mechanics for my GM's notes.
After that, I go through and write three sentences or so for each room. I try to describe the various NPCs and treasures with one sentence each, no more. Short, concise, sentences help me to actually finish the process. Once I'm done, then I'll get creative!
That whole process shouldn't take more than a day or two of casual effort. After that, you have the rough ashlar for a B/X dungeon that you can chisel into your own unique design using your creativity.
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