Just finished DMing a one-shot DnD (5e) game for some friends. One of our regular players for the campaign I'm DMing couldn't make it, so we decided to do a one-shot for the ones who could. I ran "A Wild Sheep Chase" from Winghorn Press, which was new to me, and also a new experience because I almost exclusively run homebrew adventures. It reduced my prep time a little bit, and my post-game-notes time by a whole lot. The players seemed to have fun, and it was fun for me. Even though I read the PDF end to end a couple of times for prep, and kept it up and handy for during the game, I feel like I wasn't as fluid with it as I usually am with content I produced for myself, for obvious reasons. I've also been doing this long enough that even if I didn't get everything perfect, I wasn't too worried about it, and was happy to improvise when the players left the "happy path" and departed from the planned content of the module. It wasn't even hard to get them back on track without them feeling that I forced them in any direction. As long as everyone is having fun and feels that way at the end of the session, I call it a success. They came within a hair's breadth of a TPK right at the end of the final battle. And I think they knew that I was perfectly comfortable with killing their one-shot characters, so survival instincts kicked in and they were able to escape the battle, regroup and patch themselves up a little, and then charge back in to "finish it", which almost resulted in another TPK. But a few *very* lucky rolls at the end, after all inspiration and other resources had already been expended, killed the bad guy right before he could lay down the final blow, and the table erupted in cheers as they (and I) couldn't really believe they'd pulled it off. That's good DnD.