Pick the lowest table the lobby offers
The first session is a learning session, not a winning session. Pick the lowest points table the lobby offers. On a 0.50-rupee table, a full-count loss costs 40 rupees, which is the price of a quiet lunch. The point is to learn the lobby, not the hand.
If your platform offers a "Practice" table that does not require a deposit, use it. Practice tables are a low-stakes way to learn the lobby without spending money.
Pick points, not pool
Points rummy is the right format for the first session. The session is short (2 to 8 minutes per hand), the math is clean, and a single hand tells you whether you enjoy the format's rhythm before you sit through a pool game that can stretch past an hour.
Set a budget before the first card is dealt
The budget is the most important part of the first session. Decide, in writing, what you are willing to lose. If the session is at a 0.50-rupee table and the budget is 100 rupees, the session ends when you have lost 200 hands' worth of points, not when you feel like stopping.
A useful rule: the budget is a number, not a feeling. The number is what you set before the session; the feeling is what you feel during the session. The number wins.
Set a time limit, too
Time limits matter as much as money limits. A 30-minute first session is long enough to play 8 to 12 hands of points rummy, which is long enough to learn the format and short enough to walk away with a clear head. A 90-minute first session is too long, because the table character is not yet established and the player is not yet calibrated.
Sort the 13, every hand
The first session is a sorting session. The moment your 13 cards are in your hand, group them by suit and by face value. The first 20 seconds of sorting save 20 minutes of confusion in the rest of the hand. A reader who sorts the 13 every hand will, by the end of the first session, sort them in five seconds.
Drop early, drop often
The first session is a drop-heavy session. A weak hand is a drop, not a fight. If, after three turns, you do not have at least one pure sequence within reach, the drop is usually cheaper than the full-count loss. The drop rule is a tool; the first session is when you learn to use it.
Read the open joker, every hand
The open joker is the most contested card on the table. Note who picks it and when they discard. A player who takes the joker and then discards a high card of the same suit is signalling. The first session is a reading session, not a betting session.
End on a high or a clean drop
The first session ends on a high (a valid declaration) or a clean drop, not on a full-count loss. A full-count loss is part of the game, but the first session is about building a habit of walking away. End on a positive note, and the second session is easier to start.
What to do with the score sheet
Read the score sheet at the end of every hand. A score sheet that says "you lost 12 rupees" is a better teacher than a memory that says "I think I lost about 40". The score sheet is the only way to know what you actually won or lost.
What to read next
The 13-card rules page covers the rules most first-time players need most. The format notes cover points, pool, deals, 201 and 13-card rummy in the order most readers meet them. The strategy pages cover the disciplines that show up across every format. Read them in that order, and the second session is calmer than the first.