Before you publish the event
Publishing should mean the route is actually ready for real people, not that you plan to figure it out live.
- Walk the route yourself or with a test group before sending the join link to anyone.
- Check that checkpoint instructions are short, specific, and clear on a phone screen.
- Use GPS, QR, host approval, timers, and proof requirements only where they actually help the event.
- Fix any stop that depends on perfect signal, perfect weather, or perfect guest behavior.
Before players arrive
Most rough launches are caused by small coordination misses, not dramatic product failures.
- Send the join link early if you can, so guests are not fumbling with setup at the starting point.
- Make sure at least one organizer can open Ops and review approvals if the route uses them.
- Remind players to allow location access when the event depends on arrival checks.
- Keep a fallback ready for the stops most likely to fail, such as a code word, QR, or manual help path.
At go time
The start of the event should feel deliberate and calm. If the launch feels sloppy, the rest of the experience usually does too.
- Do not start the event clock until the group is actually released.
- Watch the first few teams closely enough to catch confusion, stuck checkpoints, or approval bottlenecks early.
- If a checkpoint keeps needing intervention, use the fallback and fix the route later instead of forcing the same failure on every team.
- Archive or clean up stale sessions after the run so the next event starts from a clean board.