diff --git a/gm.tex b/gm.tex
index bbed26f087c0998dc31a109456e5ded4a25b3071..a2d3574652983c3f0ce07be6fc2fdf5d0f00dbe1 100644
--- a/gm.tex
+++ b/gm.tex
@@ -240,7 +240,7 @@ If the \gls{pc} is wounded to the point of being useless then that player is not
 If possible, the player should be given a new character for that one adventure, but all \gls{xp} gained can be kept and given to the old character at the end of the adventure.
 To put it another way, players, rather than characters, hold \gls{xp} values which can then be placed on any character.
 
-\subsection{Rollplay Before Roleplay}
+\subsection{Roll Before You Roleplay}
 
 It's hard to play `the social character'.
 You put all your \gls{xp} into a high Charisma score because you want to build alliances and understand people, then the \gls{gm} asks you to roleplay the encounter and all that comes out is your natural stutter.