Making larp like movies (Leah Tardivel, Mark Nichols, and Thomas E Hancocks): Mandala LRP does some pretty cool stuff, and this article lays out their design process for producing an event. Its targeted at overnight or weekend-long events, because that’s the style they do, but the ideas in it can probably be applied to shorter games as well. Having never run an event on this scale, I’m not sure if the advice is any good or not, but it doesn’t sound obviously bad.
Don’t let the vampire get away - designing linear games and mistakes I’ve made when doing so (Ben Mars): The companion article to the above, focused on smaller, shorter “linear” games. Again, I can’t assess the quality of the advice, but its not obviously bad, so probably worth reading.
A process for writing freeforms (Steve Hatherley): If you’ve written a theatre-style game, then you’ve probably read this article, or an earlier version of it. It shows one way of writing, and if you’re new to the process, or working in a collaborative environment, its a good place to start. After you’ve done it a few times, you’ve probably got enough of a grasp to work out what works for you.
I am the author of my fate: Some thoughts on player agency and its interaction with narrative (Ellen Green): A good look at why player choices are important and why they should be respected. The topic is also addressed in passing in the final part of “Don’t let the vampire get away” (about why it was a bad idea for the vampire to get away), and combined, I think its important, practical advice for producing a satisfying game. TL;DR: react to the players, make their choices matter, even when they choose failure over success.