Few arrows in your GMing quiver are as versatile, valuable and powerful as the five-minute break. If a problem arises, whether it’s on your side of the screen or not, taking a short break is nearly always a good idea.

It gives everyone a chance to hit the bathroom, refill the snack bowl, grab a drink or stretch their legs, and it gives you a few minutes to clear your head and find a way to solve the problem.

Here are seven common situations in which stopping the session for five minutes will help you keep it from grinding to a halt (usually for a lot longer than five minutes):

Breaks are a good idea every couple of hours even if everything’s going smoothly, especially after long battles or scenes with lots of intense roleplaying — but if something is amiss, taking five is always a good place to start.