I had a good time Saturday running the Deadlands game. Last session we were running an adventure that had nothing to do with The Flood, but right after I ended the game I figured out how to tie it in.
The Posse spent a lot of time trying to destroy a sort of MacGuffin (Not a true MacGuffin I guess, okay not really a MacGuffin, but I didn't really want to let them destroy it...yet) and I had a lot of fun creatively not allowing them to do so. Normally this is a type of behavior I frown upon, and in hindsight, I should have let them blow it up and then try to use it after the fact—that probably would have been more fun. Ah, Hindsight.
Then they got onto the next section of the plot. They had fun storming the most notorious prison in California. It was really fun for me to spend Bennies on a non-important extra that just happened to be a Wild Card. The only thing I regret is sticking to the map as far as what prisoner was in what cell. They found who they were looking for in the first cell they looked in. I fixed it though when I realized that the people in the cells would notice what was going on in the cell block and could in fact talk.
The mistake I made was having the Magic Dispelling Runes wear off while they were in the boat in the bay. The prisoner that was a Werewolf changed in the light of the Full moon and I didn't want to randomly attack certain extras quite yet (two of them were wounded pretty bad already) so I dealt cards. My wife needed to step away from the game (to feed the new baby), and since her character had been keeping an eye on the werewolf (not trusting him) I let her take her action, and she shook it.
I couldn't get unshaken and the rest of the players tossed him into the drink—and I still couldn't unshake.
I should have waited until they were on the shore.