The spambots not having done any necromancy for a few days now, I decided to do some of that voodoo that I do, and summon up this old and useful thread, if only to give a few tips on what I do as GM in my T2K13 games for convenience's sake, and because I'm a little bored that the suppliers missed Red Dead Redemption's launch date, so the local shops don't get it until tomorrow.
*I used to have my own quick reference charts, until some better ones were made by members of this community, so we'll skip that.
*Poker chips are used for threat levels. Each player has two stacks, one representing his current CUF, and one right next to it representing threat conditions. At a glance, I can see who is about to shit their pants/run crying home to mummy (well, the characters at least, not the players themselves

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*Fog of war means the PCs roll for tasks or actions he can observe the results of. E.g. PC shoots someone through a tent, but can't see the effects, PC doesn't get to know the effects of the damage until he checks closer; PC kicks somebody in the nuts, he gets information regarding the damage. So if further investigation would be required to observe the effects of a rolled task or action, it's a hidden roll; If the PC can directly or through communication with a "forward observer" get immediate feedback on the results of his task or action, PC gets to roll. Schrödinger's cat, sort of.
*Survival points are represented by candy. You use it, you eat it. (We did try with cans of beer representing SPs one time for shits and giggles, but as usual, alcohol and rpg's didn't really work out great together. Of course, results and mileage may vary according to type of drug and amount consumed

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*Weapon cards. T2K has always been about teh gun pr0n, so each weapon the PCs have has its own card, with a nice photo of the weapon printed on it.
*Initiative. Back when we used to play Legend of the Five Rings RPG twice a week, the guy with the lowest initiative declared his action first, going upwards, with the highest initiative character declaring his actions last; being quicker than the rest, higher initiative characters can observe when and what slower characters are going to do, and adjust their own actions accordingly. This worked back then, and still works great with this system. I recommend testing it to see if it works for you.
*The Team. The Team as a metacharacter is one of the best concepts of this game. I find it up there with the Covenant of Ars Magica or the family tree of Pendragon; a brilliant metagame aspect. Try to emphasize the importance of the Team part of this game, and even experienced grumpy old roleplayers will be enthused by it as I am.
*Don't be afraid to kill your PCs. This game is supposed to be deadly. Survival Points are there to be eaten

Always have a plan ready to kill every PC you meet in your games

That's it for now, hope somebody found anything useful, now it's time for some mexican food and "Once Upon A Time In The West" (C'era una volta il West)