Is there some kind of guide for GM-ing? I don't just mean the active gaming portion, but also the preparation aspects?
Most good GM's Guides for modern systems will include that kind of information alongside the rules stuff.
Experience is the best teacher for things like this.
>>54432682
Unfortunately the system I'm using is homebrewed, and doesn't come with a guide.
>>54432785
I don't doubt that experience would make you better, but there's got to be some sort of preliminary guide for starting out.
>>54432807
Flexibility is your friend. Prepare loosely, and in broad strokes. What sort of thing are you planning to do? That'll help us help you more
>>54432653
Make characters and give them the kind of motivations that make interesting stuff happen. Vary up how plausible it is for a given character to achieve their goals and impose limitations as needed (as would provide the most interactability on the part of the players). From then on, you can easily branch out and go into as much detail as you like.
Characters are the easiest and most direct way for the players to interact with the world, so it's generally the most important thing to prepare. They are also the easiest way for players to get attached to the world as a whole, so make sure to make them likeable in their own way, even the antagonists, or else the players simply won't care.
>>54432653
Dungeon Master's Block is a great podcast. It's geared towards running D&D from a system-neutral viewpoint, but it's one of the greatest resources for running a Fantasy Campaign. Solid advice, non-autistic hosts, non-annoying voices, great Audio Quality and Format.