This is a topic on which I have much experience and many opinions. In no particular order…
Conventions in the Bay Area, California are not indicative of conventions elsewhere. Most sessions are 6-8 hours, though 4 hours is becoming increasingly more common with “indie” games.
There is an art and science to writing a game description. In the bad old days, the character/work limits on the description was a fun exercise in minimalist writing. Nowadays with game schedules printed online rather than a physical program book, those restrictions have become more lax.
Unless it was a “special event” with a “special guest” GM, the GM is not included in the description of the game itself. Here is an entry from a convention a few years ago that is typical of what I’m used to seeing:
215 Butterfly Unit
Saturday 9 AM in 508 for 6 hr; ends Session 3
System: Call of Cthulhu; Edition 7th 6 players
GM: Jill Stapleton (Jill)
Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
All characters provided by GM
Somewhere in the back corner of the FBI, an experimental group is using big data and technology to identify patterns in crime. It has just flagged an international serial killer.
The non-italicized items are part of the game submission form. The GM and Game System are already listed and so don’t need to appear in the description of the scenario.
Here are two that I wrote for a different convention:
For a half-century, social upheaval has been fueled by ruthless privatization of public services and governmental functions, exponential growth of cybernetics and biotech, and the emergence of psychic powers. This is not the story of the cyberpunks, corporate fixers, psionic mercenaries, netrunners, and streaming idols. This is about ordinary folks playing the best they can with the cards they have been dealt from a deck that is stacked against them. Following the loss of a beloved patriarch, secrets emerge that place the residents of an urban neighborhood in the crosshairs of powerful and dangerous organizations.
In a war torn galaxy, the rebel alliance fights a desperate battle against The Empire. A ragtag band of rebels (charismatic rogues, freedom fighters, imperial defectors, aether knights, sapient robots, displaced royals, …whatever the players want) are in a race against mercenaries, imperial troopers, and bounty hunters to track down a missing double-agent and the to key stopping The Empire from unleashing a superweapon that will crush all current and future opposition to their rule.
In my pre-game checklist of Things I must do before heading off to the convention is printing out all the handouts. Everything else can go off scribbled notes and memory.
One of those pre-game handouts is the character card. It boggles me how many GMs do not do this. If they are not provided by the GM in a game I’m playing, I will make my own from a folded index card that is part of my “bring to every game” kit (that is mostly dice). One key trick to the character cards is to print the character name on both sides. That way, players sitting next to you can also read it (and as a reminder to yourself).
I am like Michael in that I do not re-run games, typically. When I do, I find my enjoyment of the game diminishes significantly with each iteration. I know people who enjoy running the game thing multiple times. I cannot do that. I’m a bit envious of them, in fact, because it would mean a lot less work!
The games I run are usually those game ideas that I cannot or would not run for my primary game group (who are usually in the middle of a campaign). Often times, I get ideas for games that simply cannot be stretched to a campaign. Maybe I can think of 1 or 2 sessions worth of scenarios, but not much else. Conventions are were I can stretch my creative wings, as it were, and got those ideas out of my head. And once those brain worms have left my cranium, I have no desire to shove them back in. I’d rather let some other idea take its place.
The scale of the scenario can be anything the GM likes. The stakes can be quite small the world, so long as they are meaningful for the PCs.
If we think of campaign like a tv serial, then a convention game can be thought of as a movie. It needs to stand on its own with a beginning, middle, and end. Having said that, having multiple campaign games follow along from each other like movie sequels is perfectly fine. Over the course of 4 years, I ran a series of 4 games featuring teenaged superheroes. The 4 sessions took place in their freshman, sophomore, junior, and senior years of high school. I had 3 players play the same character in each of the 4 games. Having said that, it is really important make new players feel welcome and equal to the repeat players.