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Keeping Track of Social Media - for the Blogging 101 Class

Mechanical Fortune Teller at Pike Place Market
Sometimes trying to figure out what's going on in social media feels like guesswork at best.
One of the things I really find interesting about the class is that social media changes so rapidly that every time I teach it, I have to add new information. For example, last time I taught, no one had heard of Pinterest, so I’m adding a new section about it and how to use it. One of the questions that often comes up in the Blogging class is where I get my news and information about social media. This list provides the ones I’ve found most useful.

All Facebook
Current and breaking information about Facebook.

All Twitter
Current and breaking information about Twitter.

Electronic Privacy Information Center
Social media and privacy issues.

Google+ Developer Blog
Best source for finding out about changes and new features to Google+

Mashable.com’s Social Media Section
News blog that covers many areas of tech news, including social media.

Search Engine Watch
Search Engine Watch provides tips and information about searching the web, analysis of the search engine industry and help to site owners trying to improve their ability to be found in search engines.

Social Media Today
Social media news.

TechCrunch
Technology industry news.

Cat’s Social Media Links on Delicious
This is where I store useful links related to the class.

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The Most Recent SFWA Kerfuffle

picture of graffiti depicting an image from The Crying of Lot 49“Hey, how about that SFWA mess?” my brother asked in an e-mail.

I winced, because I knew exactly what he meant. In my capacity as the lead of the moderating team on the SFWA internal forums, I’d been reading about it for the past few days – and working to keep the discussion — on those boards, at least — somewhat sane. There was a whole lot of shouting going on. And some of it, I think, could be avoided if some of the shouters had actually taken the time to listen to (by which I mean read) what was being said.

That’s a problem happening on both sides (and honestly, there aren’t really “two sides”. There’s a lot of possible takes on this and part of the problem is this idea of “us vs. them”.) “OMG they are attacking Mike Resnick!” screams one group. “OMG old white dudes telling us what to do!” shouts another.* There’s assumptions being made that’s there’s no room for the organization for both sides and that each is trying to somehow oust the other.


So…I’d urge you to actually read what’s under discussion, as well as how it’s being discussed. The article in question was third in a series of what seem like bad moves on the SFWA Bulletin’s part. First there was a cover that many felt was inappropriate for a professional magazine. This was accompanied by an article in the same Bulletin written by Barry Malzberg and Mike Resnick that, while doing an admirable job of trying to document the role women have played in the early days of SF, also applied appearance standards to those women in a way that did not seem congruent with how they’re applied to men, as well as emphasizing how anomalous these creatures were by appending “lady” to editor, so we have editors and lady editors. Since very few of us lady editors actually manipulate the keyboard or pen with our vulvas**, the need to specify gender seems a little unnecessary, but okay. That was followed by an issue with a column in which the writer used Barbie as an example in what seems like a misguided rhetorical strategy. (I am trying to be somewhat neutral about all this, but you can no doubt tell that my sympathies do lie more on one side than another.)

And then came a third issue, containing a rebuttal to the criticisms by Malzberg and Resnick, which did exactly what I’m talking about. I’m forced to believe that since they identify the criticisms as “anonymous,” they didn’t bother to go read any of them, in which case they would have noticed that they weren’t anonymous but that people were quite willing to attach their names to them and had been doing so from the start. And the reply — well, go read it and decide for yourself whether or not you think of it a reasoned response to criticism.

Since then tempers have continued to flare, some people have resigned from SFWA while others decided to stay, a task force has been formed to try and figure out how to make the Bulletin more professional, and on and on, including lots of shouting about “PC” and censorship. So what I’d like to say is, if you decide to weigh in, exercise a little due diligence and do your homework beforehand. That means read the pieces as well as some of the discussion. Don’t rely on how someone else is interpreting or framing the debate, because that’s just lazy. Don’t rely on someone else’s summation of events (including this one!) but decide for yourself. Jim Hines has put together a list of some of the commentary. If you’re a SFWA member, come on over to the forums and take a look. If you don’t understand some of the objections, take the time to figure out what’s underlying them. Because ain’t nobody shouting just for shouting’s sake.

And remember – SFWA’s not a monolithic entity. There’s close to two thousand members, and that’s a whole lot of different points of view.

One of the great things about this is that there are useful, informative, and interesting discussions going on. There are changes being made, there’s awareness being raised. In the past I’ve sometimes ranted to my spouse about the odd forms of Luddism that sometimes appear on the part of some people writing about the future, and it seems to me this convulsion is helping drag SFWA into the 21st century as well as a more professional form. I look forward to seeing what’s to come.

* I should note that this is a rough paraphrase of a couple of the shouts and not an encapsulation of everything that’s been said.
** Feel free, fellow “lady editors,” to correct me on that if I’m wrong.

...

Adjusting to Altitude: Helping New Immortals Acclimate

This essay originally appeared in the June 2001 issue of Imaginary Realities.

While finding new immortals for a MUD, MUSH, MOO or MURPE generally isn’t a problem, finding ones who will be a lasting and productive part of the team is. The first couple of weeks for a new staff member on a multiplayer game are the ones where the most mental adjustments are made, and the actions of other staff are often a crucial factor in whether or not those staff stick around. Armageddon MUD provides a good example of how this process can be made as painless as possible for both new and established staff members.

New immortals on Armageddon have undergone a fairly selective process to get there. When a gap is perceived, I post on our discussion board what the gaps are and who is being considered to fill them. In considering candidates, we look for the following:

  • Imagination, creativity and writing talent
  • Knowledge of the game and its world
  • Ability to function as part of the team, including the ability to work with other people, to take input/criticism without feeling diminished or angry and a willingness to work within our guidelines and rules.
  • A history of both integrity and trustworthiness
  • Sufficient time and energy to dedicate for the game

At this point, I usually feel out the various candidates to see if there’s any of them who would not want to be on staff. Some people prefer to play, and do not wish to come on staff since the mystery of the game would be lost for them. If they’re interested and I haven’t seen past examples of their writing style, I might ask them to write up two or three possible small plotlines and send them to me as a sample. Other staff members post their impressions of the candidates or email in reactions to me, and in a week or so, we come to a consensus about which candidate(s) to approach.

Once that’s done, we set up the new immortal so they can start to read through our documentation, see what’s happening on the immortal discussion board, etc. Then they can log on and begin poking around, usually with another staff member walking them through the basic commands, questions, etc.

People come onto the Armageddon staff at the level of Storyteller. Storytellers run plots and clans, animate NPCs, build (etc). There’s a bewildering medley of options and expectations for a new immortal, so we assign a primary and secondary mentor, usually staff members who have been around for a while and who can answer questions. A lot of time they’re pointing people to the documenation.

We’ve got a lot of documentation, to the point where some new immortals have described it as daunting. But much of that documentation is devoted to helping the new imm: building and procedure guidelines, information about features in the world in the form of Who Is/What is pages and histories of the major clans and noble houses, tutorials for creating objects, NPCs, rooms, and documents. When a new immortal appears, I point them towards specific documents (the immortal discussion board, the guidelines for new staff members, the staff contract, and the mission statement) that I prefer that they read before logging on for the first time.

My feeling as far as new immortals go is that acclimating is much, much easier if they have some definite things they’re supposed to be doing. These should not be overly daunting. Running a clan, for example, requires a lot of organization and coming up to speed, so something smaller, such as helping with one aspect of a clan, or writing NPCs for it, may be a much better initial project.

Additional projects might include: asking them to come up with two or three mini plotlines to run, right off the bat; asking them to work with a plotline already in progress, which has already been planned and sketched out by someone who needs assistance running it; working with npcs in a particular area in order to get a feel for it; filling in gaps in the documentation. Generally, I try not to make these projects building an area, unless it’s a very small project that fits inside another one, like a couple of houses or an oasis.

Giving new staff feedback on what they’re doing is important, but during the initial stage this is not so crucial as is making sure they have resources and teachers who can help them get up to speed on things as painlessly and quickly as possible. Towards this end, make sure they know the rest of the team — I post on the immortal board to let people know who’s coming on board and what they’ll be working on. It’s good if the new staff member posts an introduction themself, with information like what they’re interested in working on, what their areas of expertise are, how they started playing the game, experience with past MUDs, and so on.

It’s also important that new staff know what’s expected of them, in terms of work and conduct. Documentation can help enormously here, but again, it’s having people that can explain things that is the most valuable resource.

In short:

  • choose new staff carefully
  • make sure new staff members have access to the information and resources they need
  • work with them on coming up with clear, measurable tasks so they know what you’re expecting from them

...

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