>> |
02/27/12(Mon)20:07 No.5544708 File: 1330391245.jpg-(85 KB, 580x300, dont be this guy.jpg)
The
#1 problem I see with new panelists is that they bite off more than
they can chew. They either want to cover too much material, want to get
really elaborate with audio/visual, etc. (For example, I'm having to
tell a prospective first-time panelist who wants a cast of 30-odd
cosplayers to answer questions in-character to... maybe scale things
down a tad. I've had another green panelist want to have his event be
seeded as an ongoing LARP event con-wide, requiring a team of dozens and
a ton of extra equipment.) Shoot for an hour panel your first few
times. Presentation-style, with a Q&A session afterwards.
#2
problem is not being prepared. Unless you are already experienced at
giving presentations, don't try to wing it. Practice everything, from
introductions to closing remarks!
Protip: video tape a dry run of
the main part of your presentation -- you'll uncover a lot of bad
habits to squash before panel day.
Also, preparation includes
having all your tech and any handouts/other materials all together. If
you need a projector, for example, make sure you know exactly what is
waiting for you. Nothing sucks more than being audio/video dependent and
showing up to find out you were supposed to bring your own cables (or
to find out an asshole VA guest commandeered all the tech gear for his
concert the next room over).
Be prepared for the attendees. Have
plans if your attendance is too small, too large, too quiet, or too full
of trolls. Don't sweat it if things go off track, be responsive to your
audience. If your panel is 100% dependent on audience participation,
you may want to wait til you have some normal panels under your belt.
My
final advice is to really try to be interesting and not just have a
panel that amounts to so much fan wankery. If your material is fun,
engaging, and has at least a few things new to your audience, you're off
to a great start. |