I'm working out which games to personally run at Auscon next month and am considering my beloved Don't Rest Your Head. While listening to Narrative Control episode 61, I realised that when I GM that game, I have an unarticulated goal to drive one of the characters to lose all Discipline.
To do that, I need to force them to use Madness as often as possible and this goes against some advice I'd used from Fred Hicks about running DRYH at a convention. He suggested that characters should start with a couple of points of Exhaustion. I've done this a few times but what I find is that it's then harder to convince players to bring the Madness, without a succession of high Pain challenges. It does, however, bring them to Crash much sooner and that takes the game in a different direction.
So, dear reader, I want some more advice from you about how you run DRYH. What's your GM tip for the game, especially for convention play?