Tabletop RPGs are amazing until prep, rules, and people problems eat your time, money, and enthusiasm alive.
You need less prep than you think, especially once you learn what your group actually uses. For most home games, an hour of focused prep for a 3–4 hour session is plenty: a clear starting situation, a couple of interesting NPCs, some obstacles or locations, and a rough idea of how things could escalate. Prep situations, not scripts—assume players will ignore your planned path. Over-prepping (writing novel-length backstory, statting every tavern patron) often just wastes time and makes you more anxious when players “go off course.” Start with the minimum that lets you feel safe, then deliberately cut that in half and see what truly breaks; you’ll usually discover you can lean on improv and reuse materials much more than you expected.
No. To play, you only truly need a way to see the rules, some randomizer (dice, app, even cards), and something to track notes. Everything else—extra books, fancy dice, minis, terrain, VTT subscriptions—is comfort and hobby bling, not a requirement. If money is tight, lean on free SRDs, quickstart rules, community content, and DIY props; you can print paper minis, use coins as tokens, or run theater of the mind. Before buying anything, ask: “Will this change how often we play or how much we enjoy playing, or is it just shiny?” Buy slowly, after you’ve run a few sessions and know what actually bugs you (tiny fonts, slow initiative, confusion about spells, etc.), and then spend specifically to fix those pain points.
You’re allowed to go at your own speed. Lots of GMs and players started out anxious, quiet, or terrified of “doing it wrong.” If you’re shy about roleplay, say so up front and choose a group that’s okay with low-pressure play; focus on describing what your character does and thinks, not on acting. If GMing feels scary, start with a one-shot with trusted friends, or even run a GMless or very structured game so you’re not carrying everything alone. Use safety tools and clear table expectations so you’re not guessing what people want. Most importantly, remember that TTRPGs are a group skill: you don’t have to be amazing out of the gate, you just have to be honest with your table and willing to learn a little each session.