Kind of a ramble, kind of a cry for help, maybe you'll relate to some of my experiences, or laugh at my hubris. Either way i hope this somewhat entertains.
I started DMing because i'd always wanted to play DnD, but none of my friends wanted to run, so I binged a whole lot of Matt Coleville and other content creators, wrote a horrendously bad grim dark setting with a plague creeping down a river because grandfather nurgle loves all, a couple of dungeons and got going. It went ok, I had a few cool ideas but on the whole it was pretty much a dead campaign walking, it didn't help I was using a heavily modded and janky Table Top Simulator as a VTT but looking back on it, it had its charm.
So I did a rejig, organised my game around High Roller DM Mara Hulmes's location based note structure and fired up again in a watered down setting with the same players, we ran a few homebrew adventures before we realised there wasn't really a central plot, the players had some memorable interactions with some NPCs and a few good Nat 20's, but the lack of plot beyond the players sort of just doing stuff didn't have enough staying power and the game collapsed....ok not great.
I bought Justin Alexanders So You Want To Be a Game Master(SYWTBAG), which gave me a lot of insight into structure, but I found a lot of his recommendations quite crunchy and difficult to implement to a table that doesn't really know what its doing, my players barely knew how to play DnD, and I knew about as much as they did, probably less from the playing side of the table. I started designing some dungeons but then got a pretty high pressure job and couldn't devote the same amount of time to writing adventures. So I found Sly Flourishes Lazy DM prep method and its been working well for me ever since, it's taught me how to improvise and gives me everything I need to run a session of DnD. but for the life of me I still can't write an adventure, or really a story.
Next series of games went ok, again entirely homebrewed, but a lot looser. my pacing was absolutely terrible, partially because I had (have?) no idea how to pace a story and partly because the goal of the campaign was quite nebulous ."Stop the inquisition" sounds cool and has a lot of story opportunities but I don't think I gave my players enough tools to move them forward. But I could pull a game out of my ass each week that the players enjoyed, and continued showing up for. that campaign died due to a problem player and general life stuff for multiple people but I learned a lot from it and got to run an Inquisitor of the Sword with Bury The Light playing in the background so it wasn't THAT bad.
Now i'm running a homebrew nautical campaign. We're currently in a hub tied to a PC's backstory where the characters have a lot of decisions to make and several factions to ally/make enemies with. And i'm still pulling things out of my ass, but frontloaded a lot of that information so they have multiple situations and objectives that they can tackle at their own pace. No 5 room dungeons, no node based adventures, no real PLOT aside from "what do your characters want to achieve next session". I write out adventure hooks that I can throw in but they're not really developed beyond that, it's effectivley partially procedurally generated by my players choices. I have no idea whats going to happen, hell I don't even know who the BBEG is, or if there even is one? Maybe the BBEG's are the ones we make along the way.
My point is, I skipped running hardcovers/modules and jumped straight into homebrew. I put my PC's goals front and centre and improvise each session, but i'm frustrated by my lack of ability to write ADVENTURES. This was compounded by me watching Sly Flourishes Eberron Campaign Prep, I forget which episode, where he discusses the difficulty of homebrew and how the lack of module structure leaves him feeling like he's pulling a game out of his ass with no real direction.
.....
oh. you mean how I feel right now?
So now i'm in a bit of a dilemma, is the lazy dm method the best tool for the job to run a homebrew campaign? can I use it in isolation like i have been or do I need something separate to supplement it? Am I even DMing "Correctly"????
Honestly I don't know the answers, I'm currently re reading SYWTBAG and trying to write something, but after improvising for so long it feels alien and my fear of writing something for my make believe fantasy pirate game with shiny math rocks "incorrectly" gives me writers block every time I sit down to write something.
Any tips, tricks, feedback or suggestions would be massively appreciated