User blog comment:Zippertrain85/How to be a Good GM in Roleplaying/@comment-24045142-20140724025645

I think it should be made clear that these rules also work well for one-on-one roleplays (which is more my forte). Using your rules/suggestions, I think all of them are very important in certain situations (save for #2). The reason that your rule #2 isn't very important for one-on-one RP is for a ver simple fact; the intruding real lives of the roleplayers in question. Another big one that could be confusing to some roleplayers is godmodding. Now, as long as you lay down some ground rules (players characters cannot insta-kill high-level enemies during the rp, for instance), everything onward should be hunky-dory. Another big thing about group and one-on-one that gets glossed over is the brainstorming; where does the story start, what will the relationship between the characters grow or weaken during the story, and how should it possibly end.

Going back to godmodding really quick, another big no-no is controlling another player's character completely without their permission, as well as having characters that cannot be killed. Every character has to have a weakness. Take my character Ravyn for example. He has a colossal temper that gets released as a berserker rage. He abandons all knowledge of defence to turn his enemy into a bloodstain on the ground. That makes it easy for someone with a keen eye and a deadly poison arrow to take him out rather easily). Now, let's take the inverse and take a look at the initial Alduin fight atop the Throat of The World. From a roleplay perspective, it might feel somewhat unfair that you've worked so hard to gain the Dragonrend Shout only to end up not being able to kill the beast while he's on Nirn. To me, that feels like a mild case of godmodding.

this is all i can think of to add right now. What all do you think guys? i'd like to hear someone else's opinion. look forward to discussing this further with anyone & everyone.