Speaker Guidelines

As the speaker your role is to keep order in the Council Chamber and make sure that events proceed in an effective and timely manner.
=== Things to enforce ===
All talk should be in character.
Seating
*No clumping near door, fill the room
*Sit by organisation
No fiddling with phones in council room. Although we're not enforcing having them on silent in the council room, it would be nice.
=== Managing Motions ===
When running motions, don't let the conversation progress to players stating their view points in the council room. If it's not a question or a proposed solution, no one really cares.
Types of good questions could include:
*What are the potential consequences / benefits of this action?
*Can you clarify what you meant by (word)?
*Questions about the background / setting / implementation of solutions.
*Questions about the unfamiliar.
Questions should not include:
*Is this morally good or evil?
*Anything which surrounds personal (PC) opinion.
*Questions which have already been asked by someone else (circular).
*Non-clarifying questions about the minutia. e.g. "Which new laws would you institute?"
=== Between Mission Schedule ===
Between missions there are several stages that need addressing. You will be informed of any required deviations from this script by the head GM.
Each should be done in order.
#Debriefs (~1 minute each)
##The GMs from each mission should give the report that the players in the mission wrote down on the mission card.
##They should also nominate a player from the group (aim for newbies / shybies? - get their consent first) to answer any questions that may arise, this should be done later.
##They will finish by stating the outcome of the mission, in the form of region statistic changes and the like.
##The exception is for main plot missions which can have a question and answer session.
#End of Season (5 minutes, if appropriate)
##If the season has ended one SGM from each region should have the opportunity to summarise what has happened and what attrition happens, possibly reassign complications.
#Resolve Motions (~3 minutes, if any)
##Announce the result of the motion.
##Ensure the relevant GM describes any immediate consequence.
#Introduce Motions (5-10 minutes, if any)
##If a new motion has been introduced then one or more faction NPCs will need an opportunity to speak.
##After each has said their piece, chair a brief Q&A discussion with each NPC given the opportunity to answer questions from the council. (see guidance above)
###Opinions are not questions
###Take questions from people who have not asked one yet and newer/quieter people
##END OF QUESTIONS
###NPCs leave
##Gather options from the council for how to resolve the motion.
###NO DEBATE
###Plans should not be specific
###Try to get an idea of what effects each solution would have (the GM responsible for the motion / head GM should be able to answer)
##If there are more than 3 options get a show of hands for each and only write up the most popular 3. People can vote more than once.
#Announcements, Heralds and Envoys (if appropriate)
##Announcement
##Q&A
#Open Discussion (5-15 minutes, optional)
##In this time players should be encouraged to:
###Seek audiences with NPCs.
###Ask questions of each other about missions.
###Discuss motions.
#Motion Debate (up to 8 minutes)
##Each side has 1 minute to make a point
##Brief conference (max 2 mins)
##Each side has 1 minute for rebuttals
#Organise Missions (5 minutes)
##Someone else will organise which missions exist and who goes on which.
##Your job at this point is to maintain order and make sure no one disappears without a finish time. Make sure someone is posted to the door.