General Group Rules
1. Have fun. There is no winning or loosing in D&D. Literally the only rule is to have fun and be goofy with each other. Suspend belief, get into character, and participate in the story.
2. The GM makes the final ruling. There are many times when instead of looking up rule online or in the book the GM will make a ruling on it "in the moment", and look it up later to keep the pace of the game.
3. Respect each other. We are all here to have fun and tell a shared story and have a group adventure.
4. Avoid meta-gaming when possible. Understand there is a difference between what you as a player knows, and what your character knows. Try to make decisions for your character based on its knowledge and understanding, not yours.
5. Instead of asking for ability checks, simply let the GM know what your character would like to do and he will tell you the possibility or outcome of the action. For instance: "I would like to search this book for a certain name" vs "I want to make an intelligence check looking for this clue".
6. No evil alignment characters are allowed. Players can not choose Drow or Oathbreaker Paladins. In this campaign setting, humans are common while all other races are rare. They may be looked at with awe, suspicion, or fear.
7. Your characters may DIE!!! Be okay with loosing a character and the possibility of building another if needed. Most often, death is permanent in D&D with exceptions such as higher level magic, very rare potions, or certain campaign conditions. Not every monster may be defeatable by your group level. Remember that not all encounters need to end in combat. Fleeing is always an option as well as stopping combat via social interaction or other creative options.