You've got the idea and have even figured out the major plot points, but a handful of plot points won't always carry you for 80,000 words.
For me, I need intermediate plot points -- the Midpoint and Pinches I mentioned last time -- but even that's not enough. The characters need obstacles, goals, and subconflicts (that still related to the main conflict in some direct way) to get me from that first Turning Point to the Climax.
I get stuck at this point. A lot. As I continue to go over my story, making it bigger and bigger as I go, these are some areas I've found that help trigger ideas:
CHARACTERS
I usually know which characters have weak arcs at this point. Sometimes it's the MC, sometimes it's the secondary characters, sometimes it's the villain (heck, sometimes I realize I don't even have a villain).
Sometimes my major characters are in place, but it's still not enough. In that case, I'll look at the minor characters and see if any could stand to be bumped up. What are their goals and desires? How do they conflict with the MC's or the villain's?
THEMES
Often I focus too much on plot and not enough on what I want to say. My themes change a lot over the course of the book, but thinking about them can help me find scenes and connect plot points.
So I think about what subjects I care about that maybe aren't addressed yet. Are there any hard questions I struggle with that I want one or more of the characters to explore? What naturally tugs on my heart? (NOT, however, "What message do I want to convey?" Whenever I do that, my stories always get preachy and soul-sucking.)
Usually this leads back to the characters. I think the best way to explore a theme is to make one of my characters face it themselves.
WORLD-BUILDING
If the characters aren't providing enough conflict, maybe the setting should. Or maybe there's some critical gap in my world's history, or some cool bit of magic/technology/whatever I could highlight.
So I research(ish). Do I need a war? A revolution? I hunt around Wikipedia for something that piques my interest. Or more likely, I do more research into whatever country/era my world is loosely based on, until something pricks an idea and I realize I have to add that to the story.
TROPES
Other times it's not history I need, but plot. If something feels weak to me, it's usually because it was my first idea. Lately I've been spending an increasing amount of time at TV Tropes for that -- dangerous, I know, but effective if I stay focused on the tropes I might actually use or subvert.
Often just subverting the weak point the plot is enough to drive the whole story in a new and interesting direction. At the moment, this is my favorite new trick.
Next week will be the last in this series, talking about outlines and cheating. But you tell me -- whether you plot ahead of time or not -- what do you do (or where do you go) when you don't know what happens next?
Plan a Novel 3: Flesh and Getting Unstuck
—
August 22, 2011
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Sketch: Ticket to Ride
—
August 19, 2011
(3
comments)
Cross-posted from Anthdrawlogy, part of Board Game week. If you're not familiar with the game, perhaps you should get so.
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Level Up: 1,000 Words in a Day
—
August 17, 2011
(16
comments)
I'm a slow writer. Like, really slow. I mean, I wrote the freaking book post on writing slow. So I'm a little weirded out to have to admit the following:
I have written 1,000 words a day, every (writing) day, for the past two weeks.
Now, granted, I'm usually only able to pull 3-4 writing days a week, but my previous average was 1,000 words per week, so this is kind of a big jump. How am I doing this?
Well... I'm still trying to figure that out.
BETTER GOALS?
With Travelers, my only goal was to finish the novel. That took 4.5 years. Air Pirates wasn't much different, but I got that done in 2 years. I had a for-real word count goal with Cunning Folk, but it was a soft goal (meaning I didn't do anything if I missed it). I finished the draft in 9 months, but my production rate was about the same as Air Pirates.
Now? I have a hard goal of 800 words/day. "Hard" meaning on the first day, when I didn't meet my goal during my isolated writing time, I squeezed in extra work wherever I could.
The weird thing is, that's the only day I've had to do extra work so far.
WRITER'S HIGH?
My writing time is two hours. Often, by the end of the first hour, I'll only have written about 100-300 words. It sucks. It's hard, and I feel like I'll never make it. But something weird happens around 600-700 words: I stop paying attention.
I've never had a runner's high (what with my loathing for the activity), but I've heard it's a thing. So maybe there's a writer's high too -- a point at which you stop feeling the pain and just get lost in the story. There seems to be for me. Every time I sit down to write, I dread it and wonder if I can maintain this breakneck (for me) pace. Then by the end I wish I had a little bit more time to write.
OUTLINING?
I've written enough novels to know the kinds of things I tend to get stuck on and the kinds of things I'm good at just writing through. With this novel, I went over my outline until I had 9,000 words of the thing detailing every major plot point and motivation I could think of (plus a few minor foreshadowing tidbits), until I could read through the outline without any gaps.
There's still a lot I have to make up -- action scenes, conversations, the dreaded segues -- but those things haven't been slowing me down as much as they used to.
STREAMLINED PROCESS?
I used to revise as I go. Heck, I had a whole ritual every time I finished a chapter: revise, record statistics, send to alpha reader, update blog sidebar, try to remember what the next chapter is about...
I've cut out a lot of that now, but most importantly I've cut the revising as I go. It's hard (especially when sending really rough drafts to my alpha), but it keeps me moving.
PRACTICE?
I'm a big fan of the idea that you can do basically anything if you practice hard enough. I don't know why it surprises me that writing fast is one of those things.
How about you? How do you maintain your pace (whatever it is)? Got any tips for someone trying to get faster?
I have written 1,000 words a day, every (writing) day, for the past two weeks.
Now, granted, I'm usually only able to pull 3-4 writing days a week, but my previous average was 1,000 words per week, so this is kind of a big jump. How am I doing this?
Well... I'm still trying to figure that out.
BETTER GOALS?
With Travelers, my only goal was to finish the novel. That took 4.5 years. Air Pirates wasn't much different, but I got that done in 2 years. I had a for-real word count goal with Cunning Folk, but it was a soft goal (meaning I didn't do anything if I missed it). I finished the draft in 9 months, but my production rate was about the same as Air Pirates.
Now? I have a hard goal of 800 words/day. "Hard" meaning on the first day, when I didn't meet my goal during my isolated writing time, I squeezed in extra work wherever I could.
The weird thing is, that's the only day I've had to do extra work so far.
WRITER'S HIGH?
My writing time is two hours. Often, by the end of the first hour, I'll only have written about 100-300 words. It sucks. It's hard, and I feel like I'll never make it. But something weird happens around 600-700 words: I stop paying attention.
I've never had a runner's high (what with my loathing for the activity), but I've heard it's a thing. So maybe there's a writer's high too -- a point at which you stop feeling the pain and just get lost in the story. There seems to be for me. Every time I sit down to write, I dread it and wonder if I can maintain this breakneck (for me) pace. Then by the end I wish I had a little bit more time to write.
OUTLINING?
I've written enough novels to know the kinds of things I tend to get stuck on and the kinds of things I'm good at just writing through. With this novel, I went over my outline until I had 9,000 words of the thing detailing every major plot point and motivation I could think of (plus a few minor foreshadowing tidbits), until I could read through the outline without any gaps.
There's still a lot I have to make up -- action scenes, conversations, the dreaded segues -- but those things haven't been slowing me down as much as they used to.
STREAMLINED PROCESS?
I used to revise as I go. Heck, I had a whole ritual every time I finished a chapter: revise, record statistics, send to alpha reader, update blog sidebar, try to remember what the next chapter is about...
I've cut out a lot of that now, but most importantly I've cut the revising as I go. It's hard (especially when sending really rough drafts to my alpha), but it keeps me moving.
PRACTICE?
I'm a big fan of the idea that you can do basically anything if you practice hard enough. I don't know why it surprises me that writing fast is one of those things.
How about you? How do you maintain your pace (whatever it is)? Got any tips for someone trying to get faster?
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Post-Apoc Ninjas,
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Plan a Novel 2: The Skeleton
—
August 15, 2011
(4
comments)
So you've got a novel-sized idea. What do you do with that?
Well the next thing I do is a heckuva lot of brainstorming, with one goal in mind: the skeleton outline. (Note: I never actually called it that until now).
Much like in the idea stage, I slowly adding bits and pieces to the idea until I'm certain it's strong enough to support a novel. In the idea stage, I'm mostly looking at the premise and thinking, "I don't have a climax for this, but is this the kind of premise that could support a good one?" In the skeleton stage, I find that climax.
Put simply, I'm looking for the main parts of Syd Field's Paradigm (also known as a fleshed-out, screenwriting version of the Three Act Structure), specifically:
Often this is the stage where my characters show up. I usually have an MC, of course, but he needs a villain. He might need a straight man, a foil, or a love interest. In order to figure out the midpoint and the climax, I have to start getting to know some of these characters, maybe give them their own arcs. One of them might be lying to another, but why? About what? What happens when the other finds out?
But even though the characters show up, I still know very little about them. I don't know their voice at all, their families or background, or even whether they're funny or not. But there is one thing I must know in order to complete the skeleton: I have to know what each of these main characters WANTS.
Without that, it's hard to get anywhere. But the cool thing is, with that, large parts of the story start writing themselves. Especially when characters have conflicting goals.
Next week I'll talk about turning the skeleton into a full-on story, and the kinds of things I do when I get stuck. To you, though: What's your process? Do you follow a formula (like the 3-Act Structure) when you write, or do you wing it?
Well the next thing I do is a heckuva lot of brainstorming, with one goal in mind: the skeleton outline. (Note: I never actually called it that until now).
Much like in the idea stage, I slowly adding bits and pieces to the idea until I'm certain it's strong enough to support a novel. In the idea stage, I'm mostly looking at the premise and thinking, "I don't have a climax for this, but is this the kind of premise that could support a good one?" In the skeleton stage, I find that climax.
Put simply, I'm looking for the main parts of Syd Field's Paradigm (also known as a fleshed-out, screenwriting version of the Three Act Structure), specifically:
- Inciting Incident. This is the opening scene (or close to it), in which something happens to the MC that triggers everything else. Luke's uncle buys the rebel droids. Frodo inherits the Ring.
- Turning Point: The point of no return. The inciting incident ultimately leads here, where the MC is forced to leave their innocent world behind (or possibly they must choose to leave it behind for something greater). Luke's aunt and uncle are killed. Frodo flees the Shire.
- Midpoint: The reversal. Something happens, or some truth is revealed, that changes the direction of the story. This is sort of a screenplay thing, but I love it so much I use it in my novels. Ben Kenobi is killed. Frodo leaves the Fellowship.
- Climax: After a series of obstacles, successes, and failures, the MC faces their most difficult moment and, ultimately, must face the antagonist.
- Resolution: The MC wins (or loses), but I have to decide how much I want to resolve in this novel, and what I can leave hanging for possible future ones. (I have yet to write a novel where I resolve EVERYTHING).
Often this is the stage where my characters show up. I usually have an MC, of course, but he needs a villain. He might need a straight man, a foil, or a love interest. In order to figure out the midpoint and the climax, I have to start getting to know some of these characters, maybe give them their own arcs. One of them might be lying to another, but why? About what? What happens when the other finds out?
But even though the characters show up, I still know very little about them. I don't know their voice at all, their families or background, or even whether they're funny or not. But there is one thing I must know in order to complete the skeleton: I have to know what each of these main characters WANTS.
Without that, it's hard to get anywhere. But the cool thing is, with that, large parts of the story start writing themselves. Especially when characters have conflicting goals.
Next week I'll talk about turning the skeleton into a full-on story, and the kinds of things I do when I get stuck. To you, though: What's your process? Do you follow a formula (like the 3-Act Structure) when you write, or do you wing it?
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Books I Read: The Count of Monte Cristo
—
August 12, 2011
(9
comments)
Title: The Count of Monte Cristo
Author: Alexander Dumas
Genre: Historical Adventure
Published: 1844
Content Rating: PG (people die, but barely)
Edmond Dantes has everything: a loving father, a beautiful fiancee, and a promising career. Unfortunately, three men conspire against him and he is unjustly imprisoned on an island prison. But there he meets a man who teaches him everything he knows, including how to escape and how to find a treasure of untold millions. When Dantes escapes and learns how his enemies have prospered, he starts in on the longest and most classic revenge plan of all time.
I'm always iffy on the classics. I blame highschool. But while this book definitely had wordy prose, overwritten dialog, and a host of characters that were either black or white, it still managed to grab me from page one.
At first it was Edmond's generous character. Then it was the tension of escape and revenge. But by the end, what I was most interested in was the subtle and unexpected shades of gray that showed up. Edmond took much of his revenge on his enemies' families, but not all of them were horrible people.
I forgave this book a lot of flaws considering it was written 167 years ago, but even with its flaws it's still a good read, which is not something I say of most classics. Don't learn modern writing craft from this book, but adventure and revenge? Yes.
Author: Alexander Dumas
Genre: Historical Adventure
Published: 1844
Content Rating: PG (people die, but barely)
Edmond Dantes has everything: a loving father, a beautiful fiancee, and a promising career. Unfortunately, three men conspire against him and he is unjustly imprisoned on an island prison. But there he meets a man who teaches him everything he knows, including how to escape and how to find a treasure of untold millions. When Dantes escapes and learns how his enemies have prospered, he starts in on the longest and most classic revenge plan of all time.
I'm always iffy on the classics. I blame highschool. But while this book definitely had wordy prose, overwritten dialog, and a host of characters that were either black or white, it still managed to grab me from page one.
At first it was Edmond's generous character. Then it was the tension of escape and revenge. But by the end, what I was most interested in was the subtle and unexpected shades of gray that showed up. Edmond took much of his revenge on his enemies' families, but not all of them were horrible people.
I forgave this book a lot of flaws considering it was written 167 years ago, but even with its flaws it's still a good read, which is not something I say of most classics. Don't learn modern writing craft from this book, but adventure and revenge? Yes.
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How Agents Can Make Rejection Easier (Maybe)
—
August 10, 2011
(7
comments)
Querying sucks. There's no way around it. Tens of thousands of wannabe authors query a mere hundreds of agents, who submit to mere dozens of publishers. And we're not just querying ideas, but whole novels we spent months or years working on, only to be told no over and over again.
We all know rejections aren't personal, but they feel that way. It's an emotional process any way you look at it, but I think there are a few things that could make it hurt a little less.
Maybe.
AUTO-RESPONSES
Querying has enough uncertainty as it is. Some can be taken away with a short automatic reply when a query is received. Pretty much every e-mail program and service can do this.
The best part is the message can say anything you want. One agent I queried repeated their guidelines and the genres they represent in their auto-response, and I knew immediately that my information was outdated and they no longer represented what I sent them (whoops).
NO RESPONSE MEANS NO
I know I'm in the minority on this, but I honestly think that -- emotionally -- no response is better than getting a form rejection. No matter how many times I get turned down, every e-mail from an agent sparks a tiny, misguided hope. Having that hope shattered hurts more than not getting any e-mail at all.
That said, this only works (emotionally) if the agent offers a time limit. Most agents who've opted for no response have something in their guidelines that says, "If you haven't heard from me after X weeks, you may assume I have passed." (This is a great thing to get in an auto-response message, btw). When the time limit passes, I still have that tiny, misguided hope ("Maybe they're just behind in their queries..."), but as the days pass quietly, that hope dies a gradual death that I barely even notice.
It hurts, but it hurts less and I don't try to read into it.
IF YOU MUST RESPOND...
Not all form rejections are created equal. We all know not to read anything into the rejections, but there's a part of us that always tries. We can't help it. This is why I think no response is better, but for the agent that must send a form rejection, these are things I've seen that have taken a little of the sting out:
Maybe these are misleading, especially for a particularly awful project. But honestly ANY form rejection is going to be misleading. I say it's better to mislead in a hopeful direction. It hurts less and makes us less likely to argue or ask for a reason.
PERSONAL REJECTION
Even a small personalization added to a form rejection takes a lot of time. I get that, but I wanted to mention that the very best rejections I've ever gotten were personalized (in one case, the agent said they recognized my name from the comments on their client's blog -- I don't care if it's true or not, it made me feel awesome!).
The few agents who personalize form rejections still say all the same things: "Your work has potential, but it isn't right for my list," "This is a subjective business and another agent might feel differently," or something equally nice-but-unenlightening. But that small personal touch at the beginning makes it different somehow. It feels like they mean it.
(Writers: this is also why you should personalize your queries, even just a little).
I'm under no illusions that this little post can change the industry, or even that my opinions are 100% correct. Even if I were right, I still expect silence from some agents with neither auto-response nor time limit. I still expect curt form letters that make me wonder if my ideas suck. And I still expect that, even for an agent who does all the "right" things, I will feel the sting of crushed dreams.
But, hey, it's my blog.
Have you ever gotten a form rejection that made you feel good? Terrible? Share in the comments.
We all know rejections aren't personal, but they feel that way. It's an emotional process any way you look at it, but I think there are a few things that could make it hurt a little less.
Maybe.
AUTO-RESPONSES
Querying has enough uncertainty as it is. Some can be taken away with a short automatic reply when a query is received. Pretty much every e-mail program and service can do this.
The best part is the message can say anything you want. One agent I queried repeated their guidelines and the genres they represent in their auto-response, and I knew immediately that my information was outdated and they no longer represented what I sent them (whoops).
NO RESPONSE MEANS NO
I know I'm in the minority on this, but I honestly think that -- emotionally -- no response is better than getting a form rejection. No matter how many times I get turned down, every e-mail from an agent sparks a tiny, misguided hope. Having that hope shattered hurts more than not getting any e-mail at all.
That said, this only works (emotionally) if the agent offers a time limit. Most agents who've opted for no response have something in their guidelines that says, "If you haven't heard from me after X weeks, you may assume I have passed." (This is a great thing to get in an auto-response message, btw). When the time limit passes, I still have that tiny, misguided hope ("Maybe they're just behind in their queries..."), but as the days pass quietly, that hope dies a gradual death that I barely even notice.
It hurts, but it hurts less and I don't try to read into it.
IF YOU MUST RESPOND...
Not all form rejections are created equal. We all know not to read anything into the rejections, but there's a part of us that always tries. We can't help it. This is why I think no response is better, but for the agent that must send a form rejection, these are things I've seen that have taken a little of the sting out:
- Something positive. Even the worst story can technically be said to "have potential" or "look promising." I know it doesn't mean anything, but small positive phrases like that help me trick my brain out of believing my work is crap and I'll never amount to anything.
- Something hopeful. Similar to above, it can be said of any rejected manuscript that "it's not right for my list" or "it's not what I'm looking for at this time." The main thing we writers want to know is what did we do wrong? Agents don't have the time to tell us, but it helps me feel better about myself if I think it's not my fault.
Maybe these are misleading, especially for a particularly awful project. But honestly ANY form rejection is going to be misleading. I say it's better to mislead in a hopeful direction. It hurts less and makes us less likely to argue or ask for a reason.
PERSONAL REJECTION
Even a small personalization added to a form rejection takes a lot of time. I get that, but I wanted to mention that the very best rejections I've ever gotten were personalized (in one case, the agent said they recognized my name from the comments on their client's blog -- I don't care if it's true or not, it made me feel awesome!).
The few agents who personalize form rejections still say all the same things: "Your work has potential, but it isn't right for my list," "This is a subjective business and another agent might feel differently," or something equally nice-but-unenlightening. But that small personal touch at the beginning makes it different somehow. It feels like they mean it.
(Writers: this is also why you should personalize your queries, even just a little).
I'm under no illusions that this little post can change the industry, or even that my opinions are 100% correct. Even if I were right, I still expect silence from some agents with neither auto-response nor time limit. I still expect curt form letters that make me wonder if my ideas suck. And I still expect that, even for an agent who does all the "right" things, I will feel the sting of crushed dreams.
But, hey, it's my blog.
Have you ever gotten a form rejection that made you feel good? Terrible? Share in the comments.
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Plan a Novel 1: The Idea
—
August 08, 2011
(7
comments)
Someone asked me to talk about how I plan a novel, and the current size of my readership makes one person a significant sample size. So he wins.
Before I go on, I'm required by law to say that everyone's process is different and valid (assuming it produces a novel -- my old process of "sit in front of the TV until I feel like writing 80,000 words" never really worked out for me). This is not how you must write a novel. It is only how I write a novel. Your mileage may vary.
Okay, so the first thing you need is an idea. I can't tell you where to get ideas, but you need a lot of them to write a whole novel. Not all ideas are created equal, but I think any idea can be made novel-sized with enough work.
I use sort of a loose version of the snowflake method. I start small and build up the idea piece by piece, adding characters, plot points, world-building, etc. One thing that's really important for me is writing down my initial idea somewhere, so when I'm stuck, or I feel like the story is dead-ending, I can remind myself what got me excited about the idea in the first place.
Before I put the effort into plotting an idea, I want to know it's strong enough. For that, I have a checklist based on Nathan Bransford's fantastic post on how to write a novel (you may have noticed my process is not at all original):
You're NOT trying to fill all the boxes. Last time, I had six ideas, so I made a whole freaking table to see where the gaps were. And there were a lot of gaps. I had no climaxes, a lot of missing journeys, and settings with no personality. One story had an MC but no world, and another a world with no MC (though that was one place my table worked out great: I combined the two ideas).
The table didn't tell me which idea was fully-formed. It helped me get a bird's-eye view to see how much work each one needed, and to get a feel for which one I was most excited about doing that work.
About marketability. The perceived marketability of a concept is something I considered (and even put in my table), because I think whatever I work on should ideally be something other people want to read. But I don't think you can choose what to write based on what you think will sell. For one thing, nobody knows what will hit it big.
Nobody.
For another, no matter how marketable an idea might be, it's not worth writing if you hate it. So marketability goes into my decision, but it doesn't make the decision.
Next week I'll talk about filling these gaps and turning an idea into the skeleton of a story. But tell me about your process. How do you decide whether an idea is novel-worthy or not?
Before I go on, I'm required by law to say that everyone's process is different and valid (assuming it produces a novel -- my old process of "sit in front of the TV until I feel like writing 80,000 words" never really worked out for me). This is not how you must write a novel. It is only how I write a novel. Your mileage may vary.
Okay, so the first thing you need is an idea. I can't tell you where to get ideas, but you need a lot of them to write a whole novel. Not all ideas are created equal, but I think any idea can be made novel-sized with enough work.
I use sort of a loose version of the snowflake method. I start small and build up the idea piece by piece, adding characters, plot points, world-building, etc. One thing that's really important for me is writing down my initial idea somewhere, so when I'm stuck, or I feel like the story is dead-ending, I can remind myself what got me excited about the idea in the first place.
Before I put the effort into plotting an idea, I want to know it's strong enough. For that, I have a checklist based on Nathan Bransford's fantastic post on how to write a novel (you may have noticed my process is not at all original):
- Premise: One sentence about the main character (MC) and the plot. These don't have to be good. One of mine was the very generic: "MC sets out to save his town and ends up saving the world."
- Main Plot Arc: Specifically four key parts: (1) where the MC starts, (2) the inciting event, (3) what they have to do (the journey), and (4) where they end up (the ending).
- Obstacles: Whatever stands in the MC's way.
- MC: Who they are and what they want (<-- this is very important!).
- Setting: Including three aspects (from Nathan's post): (1) some setting-level conflict and change underway, (2) personality (what makes the world unique), and (3) unfamiliarity (what makes the world strange).
- Style and Voice: Honestly I never know what to write for this, but it was in Nathan's post so it's in my checklist. Style and voice are usually the last things I think about.
- Climax: I don't always have one of these either, but it's not a bad thing to have before deciding to write something.
- Themes: What bigger issues does this story deal with?
You're NOT trying to fill all the boxes. Last time, I had six ideas, so I made a whole freaking table to see where the gaps were. And there were a lot of gaps. I had no climaxes, a lot of missing journeys, and settings with no personality. One story had an MC but no world, and another a world with no MC (though that was one place my table worked out great: I combined the two ideas).
The table didn't tell me which idea was fully-formed. It helped me get a bird's-eye view to see how much work each one needed, and to get a feel for which one I was most excited about doing that work.
About marketability. The perceived marketability of a concept is something I considered (and even put in my table), because I think whatever I work on should ideally be something other people want to read. But I don't think you can choose what to write based on what you think will sell. For one thing, nobody knows what will hit it big.
Nobody.
For another, no matter how marketable an idea might be, it's not worth writing if you hate it. So marketability goes into my decision, but it doesn't make the decision.
Next week I'll talk about filling these gaps and turning an idea into the skeleton of a story. But tell me about your process. How do you decide whether an idea is novel-worthy or not?
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demotivational,
writing process,
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