You can start with [[4. One-shots|the above]], but in a long-term game, you’ll want and need a bit more to keep things going and to help them get a little deeper. The best and the brightest of these tools are Arcs and Hooks, from page 181 in the core book. Use them. Seriously. Go back and re-read that chapter. Hooks keep your PCs under dynamic tension, and Arcs make sure they’re a little too busy to focus on resolving their personal issues. (Sound like high school? Yeah.) Lovingly hand-craft your hooks for each PC, making sure each has NPCs who care about them enough to want to pull them towards different labels. For your arcs, refer back to the team’s reason for superheroing—by the end of the arc, maybe that reason has gotten bigger than it started, but hopefully they’ve grown enough that it’s still about *them* resolving things, not the adults. An arc, also remember, is not an outline of acts. It is, or should be, something the PCs derail. It’s an evil plan, it’s what will happen if the PCs disengage or do nothing or fail. It is, in a word, a threat. So, between sessions, go back and look at your arcs. See how the PCs’ actions have changed things and think about how villainous plans will adjust. This isn’t a zero-prep game where you show up each week without having given it any thought in the intervening time. Your prep involves adjusting arcs, spotting who has been acting off-screen, moving plans and deeds around, and making new villains to face. It’s low-effort and should be fun for you, but it’s there. Schedule it, if that helps you. One more thing—tracking influence between sessions can be a weirdly painful logistical matter. I’ve made some sheets I find helpful. Check them out at [https://tinyurl.com/Masks-RPG-Tools](https://tinyurl.com/Masks-RPG-Tools).