@Cobaltasaurus said in Shadows Over Reno:
(which doesn't work very well since I work nights Sun-Wed, which means I don't sleep much during the week, and then sleep A LOT Thursday - Saturday). So I schedule events for mid-evening PST / night EST, and then it's time for the event and my brain is mush and I'm like "i can't be bothered with rules and rolling right now, no event tonight, sorry".
Been there. Yeah, the early evening zzz's are hard to reconcile with "oh, time to juggle 4-5 players paging me through paragraphs of poses and assorted game spam".
Having said that, yours was the only plot I got to join lately so... thanks for that. 
@Auspice said in Shadows Over Reno:
You either start early enough for the EST folks and no PST can make it (since they're all still at work), or you start late enough for PST and the EST peeps have to leave early. I work from home and I've tried a broad spectrum. 5:30p PST / 8:30p EST seems to be the sweet spot, but you've gotta be able to jump right into the action in 1 or 2 rounds.
My take on that is very simple - I leave work at 5:30, get home at 6:30 and need to eat something. So I run them at 8 - all EST, all based on my availability. It's the best I can do. 
I skip the 'You all gather here,' the 'figure out who is riding in what vehicle,' etc. We spend a few minutes OOC (or in advance of the scene time if possible) figuring out who has what and is doing which in advance... and then I start with the 'As you roll up to the abandoned Radio Shack, you see...'
Because I swear, for every person that's awesome in the 'setup' by including everything in one pose, there's a couple people who take 2-3 rounds of posing and that alone can add an hour or so.
I wanted to take a bit more time here because that one's important... the setup.
In the past I had at least one person complain to me because I launched a multi-part story in a formulaic way - there was basically a quest-giver who handed the PCs some initial task, and that was apparently not good enough. To such people I kindly say fuck you too; beginnings are hard, k? When no character knows each other so I can't even draw on existing alliances to hook things into, players need to give the ST a chance and suspend their disbelief just a little to leave room for the plot to roll. Else we'll spend the first hour (maybe the first session) just trying to figure out how everyone got involved and isn't that a lovely way to spend a Tuesday night?
Obviously if I railroad the whole plot and characters are just bit parts in a story without choices and agency then yes, that'd be a good reason to protest.
Anyway, these days I @mail interested participants in a new plot a day or two before it starts with some suggestions about how they might get onboard; ideally they get in touch with me and we work something more elaborate out as needed. Almost no one has ever actually done the latter but hey, I try. 
What's much harder is hooking new people after the plot is ongoing, especially if it's not a Hollywood production with cars exploding and giant monsters coming out of the deep; if there's an overall veil of secrecy or discretion about the affair but I only have three players for my scene on Thursday and I need four, or someone asks "hey, I heard about the ninja thing, I want in on the ninjas" then it needs to be done. And I hate asking the plot's participants to suspend their disbelief again so Bob can show up out of nowhere for that thing they're trying hard to keep under wraps.
I haven't found a reliable, universal way to get that one done so far. It's just all case by case - but it's obviously much easier if the players themselves do the work for me ("Hey Bob, I need a favor man... we need extra muscle for a job"), but that's relying on them to do some of the legwork which... I admit, isn't always something I'm keen on counting on. The vast majority of players just sit on a plot until the next scheduled +event unless I'm specifically targeting an already well-knit OOC/IC group with the plot-fu.