Great advice. Ours is a shared world, (hopefully moving forward) as this is the first time Ive played in epochs. Im hoping we can get to a point to where we can make it happen. I agree about the splitting of the duties, this sides yours this sides mine.I did once, way back at the time they released 2nd edition, so our game was a bit of a hybrid. I was a player and we were about 10th level I think, and there were a ton of players (about 8 going to show up) and it was a military strike style adventure. The DM admitted he was a bit overwhelmed so I offered to sit out my character and help out. He ran the adventure, and I ran most of the monsters in combat after he gave the set up.
It worked well, I didn't question the adventure or the initial set up of forces, and he didn't get involved with my handling of the forces I ran. I also served as a rule checker between the 1st and 2nd edition PHBs as a couple of sticking points came up. Again, I just read the resources and let the real DM make the judgement calls.
It was only a one-off thing (as we never had that many show up before or after) but I remember it after all this time, so yeah, I would recommend it.
Advice based on the above: Decide before the game how you are splitting the duties. The last thing you want is either confusion or worse friction as co-DMs.
We've already established no PC's as NPCs for exactly the reasons you stated. Regardless, whining about a magical item just seems ridiculous. If there's no chance in losing, what's the fun in winning?Not 2 DMs at once but we did a shared world between 3 DMs. I would do one module, the second DM did his and finally a third did his module. It was an interesting experiment but ended it after one rotation. Mainly because the other players didn't like playing the DM's character as an NPC.
It actually led to problems with the third DM who inserted magic items he wanted for his character in a TSR published adventure. We were able to tell because he had been winning to get them during the two previous modules. Let say we drifted apart after that.
Setting up ground rules before hand is very important.
Goal would be to let the players or GM to do more in one session than normal or explore a different style of play.I've done 2 DMs before - and for Paranoia, 3 GMs at the same time for a large group of players.
As for advice on how to go about it, first a question - WHY have multiple GMs? What's the goal? What are you hoping to get out of it?