The first chapter introduces two more notable NPCs. It's entirely valid for someone new to D&D 5e to offer the players the quests one at a time until the players find Wave Echo Cave. A DM shouldn't feel obligated to maintain this sandbox structure if they're having trouble keeping the quests straight. Lost Mine of Phandelver offers players a lot of quests upfront, particularly once the players have defeated the Redbrands. This way, they effectively revise information they already know rather than scrambling to internalize new rules and storylines as they go along. Then, the DM should read each chapter and area again before the players reach it in a session. This is easier than with most other modules due to its short length. It's well worth reading Lost Mine of Phandelver all the way through once before running it. This helps them get used to combat's base mechanics and ensures they won't be left scrambling while trying to help new players learn. However, it can be worth a DM running through the first encounter in 'Chapter 1: Goblin Arrows' a few times by themselves, playing both sides. Some of this is natural and expected for new DMs. Brand-new DMs who have never played D&D before might struggle with the rules and flow of combat.
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