I made a flowchart outlining the moment-to-moment procedures that pace a session of Goblinville. I was inspired by John Harper’s diagram showing “what you actually do in World of Dungeons” and @Jeremy_Strandberg’s Framework for GMing Dungeon World.
I think something like this would be really useful for learning new systems and might reveal surprising similarities and differences among systems. For example, I imagine different PbtA games have very different flows, even when their systems share a lot of elements (2d6+stat, playbook moves, etc).
I’d be curious to hear what people think of this kind of information design as it relates to RPGs.