What you will find:
Once you have chosen who the Storyteller is it is now time for players to choose which character to play. If the Storyteller has an idea for what type of characters he would like to see in the game he can give suggestions, or request a player to play a specific character. If a player only has one character then he should play that character (duh.) Once all the characters are chosen it is time to sit down and start playing.
HUNTERS uses a combination of this. The Storyteller has limited time to run a single adventure (usually 3-8 hours.) This means you cannot spend too much time with long character meetings, but you cannot have characters starting off together if they have never met; it takes away from the mystery of other HUNTER characters. The best way to handle it is to have the characters' organizations put them together on a mission/assignment and tell the character that they will be working with members from the same/other organization. This can be kind of cheesy and monotonous but the adventure gets going after the characters get together and say their "hellos." You do not want to spend more then 15-20 minutes on character meetings.
Why would different organizations work together?
Many hunter/investigative organizations tend to be secret about their nature and goals, but they all have one thing in common, the supernatural. Each organization wants to destroy, study, or discover the supernatural. During their investigation they may discover another organization that knows of the supernatural. The two organizations wanting to know about the supernatural will want to share information (even though they may not be willing to share information about there organization.) So, if the Arcanum discovers the possibility of a vampire, they might require the help of the church who seem to be knowledgeable on the subject. Of course the Inquisition is more willing to help because if the Arcanum discovered a vampire, that vampire might lead to a nest of vampires to exterminate. The Inquisition sends the Arcanum a representative of the church to help with the investigation. This is one reason to use organization lores (see Lores, Chapter 2: Character Creation) when characters learn more about another character's organization.
The disadvantage of written adventures is that if the characters get side tracked you have to start improvising to get them back on track. Easy for some, difficult for others. The other disadvantage is if you forget your adventure then you cannot run unless you want to improvise, which if you spent a lot of time preparing an adventure then you probably do not want to improvise.
You will have to do a little planning to shape your adventure but it also helps to do some improvisation (see write ups vs improvistation above.) You can plan the shape and just let the adventure run itself. The nice thing about a HUNTERS adventure is that it allows you to experiment a little and if you have been thinking about experimenting with shape or other styles of storytelling now is your big chance. If it worked in a HUNTERS game it might work in a larger chronicle.
Making up supernatural creatures:
Making up supernatural creatures has its advantages, and disadvantages in a HUNTERS game. If you wish to make up your own supernatural you can do anything you want with it. This creates an atmosphere of mystery, even for those who have read every single White Wolf book in, or out of print. Imagine the two situations.
Storyteller: "You see five figures sitting in a circle: two women,
three men. They are passing around a chalice in which they cut their
wrists' and bleed into it. They once again pass the chalice around
this time each one takes a sip."
Player: "Well, duh, it is a bunch of Sabbat vampires performing
the Vaulderie!"
Suddenly the atmosphere is broken and all the mystery from your game is gone. They know who they are chasing (or at least they think they do, the same technique can be used to miss lead players) and your Inquisitor goes running off to tell his superiors there are a bunch of vamps ready and waiting to be executed. But what if you...
Storyteller: "You see two figures, a man and a woman walking down
the street about mid day. Suddenly, they duck into an alley."
Player: "I follow him, stealthily so he doesn't notice"
Storyteller: "You manage to follow him into the alley. The
man leans over and bites the woman's neck. You can see blood seeping
from the man's mouth. He then lets the woman go, and she drops to
the ground."
Your characters may think they are following a vampire, but it is mid day and vampires are suppose to be comfortably sleeping in their coffins. Is the man a new breed of vampire, or even a vampire at all? The problem with using this technique is that you are not the only storyteller, and you do not want your ideas to conflict with others. Characters are suppose to be learning about supernaturals and the occult but they will never increase their lore scores (see Lores: Chapter 2: Character Creation) if the vampires continue to change (Sparks has 1 point in John's vampire lore, 2 points in Sally's vampire lore, but doesn't know a single thing about Ron's vampires.)
Using the books:
The advantage of using the standard supernatural is consistency. They do not randomly change after each adventure but you can create enough mystery by slightly changing things in the books. There are many different variants on the supernaturals themselves and there are many more which White Wolf has yet to cover, but you will. Every Core Book has a little information on the other supernaturals in The World of Darkness and a quick read, then a couple personal twists and you are ready to go.
Non White Wolf Supernaturals:
You can also make up your own personal supernatural. You can have alien worms, or the man with a second head and not have it at all connected to the original World of Darkness (though your players will probably try and connect it making it that much more fun.) You can also use stuff from other roleplaying games (Call of Cuthulu, Darkmatter, Unknown Armies or Kult are a few good games which might give you some more ideas for creatures of darkness.)
Game continuation:
If everyone was really enjoying the game you can always plan to finish the adventure at a later date. This of course creates the trials and tribulations of a regular campaign of trying to get players to show up on a specific day, but if you and your players are willing then go ahead and plan the session. The adventure should not suffer do to time restrictions.
The Spontaneous Inconclusion:
If you know you are not going to be able to finish the game in the time given, then just end the adventure. Not all mysteries are solved. You have to be aware that you will not be able to finish the adventure so you must plan ahead about half an hour before finishing the session. You need to remove all clues, make the current ones dead ends. Any missions turn up dry and the characters have nothing to do but pack up and go home. You might have to give a couple out of game hints that the game is over because most players will continue searching for clues assuming they will eventually find one.
One of the advantages to this is you can leave some kind of cliff hanger, but still the characters have no choice but to quit. You can then pick up the same story again, but you might have a different set of characters and the mystery from your previous game emerges its ugly face in your new adventure, only there is background information in the new game. This can became a mini campaign in a series of adventures (similar to the alien/conspiracy story line in X-files.)
The Quick End:
The quick end involves taking your previous material and cutting, chopping
the adventure. You chop out certain parts of the game and rush to
the climax. This is probably the cheapest way to end a game but it
works. It also takes some planning so you know what to cut out, and
what to keep.
The Sheet of Characters:
The Sheet of Characters is a sheet that has all the current characters in the HUNTERS game. This sheet will have the name of each character, who's playing the character and maybe some other miscellaneous information about the characters (organization, merits, flaws, advantages, character plot twists.) The reason for this sheet is so that the current Storyteller doesn't have to look at all the characters in the game and write down information about them. The Storyteller already has all this information in front of him. If someone makes a new character he should copy down the important information on "The Sheet of Characters."
The Generic Info Sheet:
This sheet contains important people and places that may appear in many different adventures. Information like important NPCs such as organization heads, major bad guys, relatives, and contacts. Each NPC's name should be written down and then given a brief description. This is important because if one Storyteller creates the head of Society of Leopold in Paris, and another Storyteller wants to use the same NPC he is going to be flipping through old Adventure Sheets or creating a new head of the Society. Soon you'll have 3 or 4 different heads of the Society of Leopold.
The Adventure Sheet:
For each adventure the Storyteller should have an Adventure Sheet.
The sheet has all the characters who are in the game and any other important
information (NPCs, locations.) Everything should be labeled so that
other Storytellers who look over your notes know what's what. At
the end of each sheet should be a quick summary of the adventure in case
you, or another Storyteller want to use something that happened from the
current game. Any other information that you find important to the
adventure should be put on too. Information that may be important
in a later game should be transferred to "The Generic Info Sheet" for quick
reference.
Newbie Players:
Another reason to encourage newbies to play in a HUNTERS game is that they will know little to nothing about The World of Darkness creating an atmosphere of mystery for both them, the Storyteller, and the other players. I strongly encourage that any newbie to a HUNTERS game make an ignorant character and allow the player and the character discover the World of Darkness. This is much more fun then the player taking 10 points in lores and then everyone else trying to explain what the player's character knows.
Newbie Storytellers:
Have a player that has been thinking about Storytelling for awhile but is afraid of starting a large game only to have the pressures of Storytelling come down on them and the game totally fail. HUNTERS gives these new Storytellers a chance to get their foot in the water. No one should be forced to Storytell (they should be encouraged) but some players who have never thought of running a game in their life might consider running a session, they might even like it and never go back to simply playing a character. Once a player has played in a couple of sessions of HUNTERS he will get use to the rules and how other Storytellers run. A quick read of the core rules out of one the White Wolf books (if the player hasn't already) and, viola, new Storyteller. Remember, Storytellers don't have to stick to the core material so they do not have to read all the pages in Vampire: The Masquerade just to run an adventure with a vamp in it.