| Stuff I Learned The Hard Way | 
| by Elasait ingen Diarmata | 
This appears, in somewhat more polished form, in the *Calontir 
Seneschal's Handbook*, 5th edition, c. 1999. While I did not write the entire 
handbook, I wrote this part; it's my fault therefore. The intended audience was, 
of course, Calontir local branch seneschals. If anyone finds any of this 
valuable, they can pass it on in whole or part, as long as the individual 
point(s) quoted remains intact and I'm listed as the author.
-Elasait ingen 
Diarmata, ex-kingdom seneschal
Stuff I Learned The Hard 
Way
by Elasait ingen Diarmata
*The 72-hour rule: If someone contacts you and describes a major 
problem, particularly one that's clearly interpersonal in nature, you don't have 
to act right away. Take time to mull it over before you do anything. Half the 
time, the crisis will blow over in a few days. (This doesn't mean it won't 
resurface later, under a different form.)
*Distinguish between calls for 
action and a desire to vent. Lots of people who contact you just want to vent at 
someone. Vents don't necessarily need action on your part, beyond 
listening.
*Never attribute to malice that which can be adequately 
explained by stupidity. Never attribute to stupidity that which can be 
adequately explained by poor communication. Always assume communication failure, 
even if it looks unlikely. (Elasait's corollary to Hanlon's razor)
*Never 
let your boss be surprised. If you think it might come to the attention of the 
Kingdom Seneschal, *you* be the first to contact them--or, at the very least, 
contact your regional reporting deputy and let them contact the kingdom 
seneschal!
*Burnout can be insidious. I didn't realize how badly I wanted 
out of the local seneschal's office until I found myself, immediately after 
turning over the office, skipping out of the feast hall shouting, "I'm free, I'm 
free, I'm free!"
*Kingdom and regional officers are resources; use them. 
They don't bite, and they're there to help.
*It's more important to fix 
problems than blame. Or, to use the "dead fish" analogy created by Mistress 
Hilary of Serendip, long-time Steward (now called Seneschal) of the Society: 
When you have a dead fish lying on the carpet, if you spend all your time trying 
to find out who left it there, it will only grow more and more smelly. Your 
first order of business is to appropriately dispose of the fish.
*Don't 
reinvent the wheel. It's likely someone else has had the same problem you're 
having. This is also why you shouldn't hesitate to consult your superior 
officers.
*Some people just live to complain. There will be a small 
minority of folks who won't be happy no matter what course of action is decided 
upon. They won't offer suggestions (constructive or otherwise) or express their 
opinions *when given the opportunity*, but will wait until a decision has been 
made and then complain about how they weren't consulted, or they could have told 
you it wouldn't work, or the "powers that be" have to have everything their 
way.
*Anytime anyone begins a statement with the phrase, "People are 
saying..." it usually means that's what *that person* is saying. Take it with as 
much salt as needed.
*Beware the prophet who preaches the One True Way. 
The SCA is a broad organization, and there are many, many ways to play the game. 
This doesn't mean you have to tolerate Elf-ears Vampiresson showing up in a 
spandex Civil War outfit; but as long as someone's version of the game isn't in 
contradiction with the governing documents or kingdom law and policy, it's to be 
permitted. Other people will either flock to that version of the game, or they 
won't.
*It's worth trying to regard "problem entities" as people with 
misdirected energy. Sometimes your "problem child" is actually someone who cares 
passionately about some aspect of the organization, or really wants to make a 
contribution, but doesn't know how or feels ignored. Cast about and see if you 
can come up with a project for your problem child. This won't always work, but 
it's worth a try.
*Don't assume. Anything. A close look at the word tells 
you what it can make out of all of us.
*Perceptions, even erroneous ones, 
look like reality to some people; and left unchecked, they have a way, over 
time, of *becoming* reality. They are more important than you 
think--unfortunate, but true. Don't ignore them.
*If you must use an iron 
fist, put a velvet glove on it if at all possible. You really will get farther 
by being pleasant and agreeable, and demonstrating interest in people's 
concerns.
*While it may be gratifying, in the short term, to give in to 
the impulse to tell someone exactly what you think of their intelligence, 
personality, parentage, etc., or to indulge in backbiting and innuendo when 
those around you are doing so, it's rarely worth the cost. Ultimately, this game 
is won on what, for lack of a better term, I call "graciousness points." This is 
doubly true of officers, and quadruply true of seneschals.
*Never suppose 
you're too unimportant for somebody to take what you say as an Official 
Pronouncement--and always at the worst possible moment.
*If you're not 
(mostly) enjoying what you're doing, then you're not doing the right thing. Yes, 
this is true even of officers. Holding office is a big responsibility, and can 
be a burden, but it can also be a delight. If doing what you're doing causes you 
no joy, arrange to stop doing it.
*Being able to make soothing noises 
over the phone is an invaluable skill.
*When (not if) you make a mistake, 
the best approach is to swallow your pride and own up to it readily. Apologize 
where appropriate, take whatever beating you've got coming with as much grace as 
you can muster, do what you can to make things right, and file whatever you've 
learned for future reference.
*If someone comes up with a really stupid 
idea, assign *them* to carry it out. Nine times out of ten you will never hear 
from them or the idea again. (Thanks to Master Stephen Ironhand, first seneschal 
of the then-shire of Three Rivers, for this valuable and time-tested 
rule!)