Run

Running is when experienced players lead a group of lower level players to areas in the game that would otherwise be unreachable (or at least very difficult) for them. This is accomplished by having the experienced player(s) simply run off ahead of the party, ignore all attacking mobs and proceed to the next area. Inevitably, the lower level players cannot survive encounters with the more powerful mobs, and are killed; or they sit comfortably in a safe spot while the runners go. Dying offers a convenient way to watch the higher level characters and see how they do what they do. You can also see visual clues as to what skills they're using, if they aren't friendly enough to share what those skills are.

In Guild Wars most foes are just as fast or even faster than a player character. Once you've aggro'ed them, you often cannot shake them off by simply continuing to run. The foes may keep chasing you and eventually hunt you down and force you to fight back or heal yourself. Hence, a successful run is usually lead by players who have skills that increase movement speed like Sprint or "Charge!" (which two skills are warrior skills). Most runners are warriors because warrior armor (with a max AL value of 80) is better than any other professions armor.

Eventually, when the runners get to the entrance to the next area, and pass through (i.e. zone), all party members (whether those killed or those sitting at the other end of the area) are teleported to the next area.

The obvious advantage of running is that it gives lower level players access to merchants and crafters who sell powerful items not otherwise available to them. However, they may end up paying for something that they could have gotten for free, had they gone through the game sequentially or adventured to raise their character level.

More importantly, run players gain little experience, both in how to play the game, as well as in actual experience points for their character. A player that is run through several areas, skipping through numerous missions and quests may find himself surrounded by others who have much higher levels. Generally speaking, parties are not interested in grouping with players that are too low in level to be of any use, making it difficult for them to adventure further.

However, running is a very useful way to deal with those "fetch an item" quests. Rather than fight your way through hordes of monsters, just run past everything, grab the item and use your map to get back to where you need to go. Make sure to check the quest out before doing this. Some quests will add a "deliver the item somewhere else" after the item is picked up. You might just need to run somewhere close by -- if you use your map to warp back right away then you may find yourself running out there again.

The Business of Running
Experienced players often demand gold from weaker players to run them. And weaker players or players not interested in the PvE campaign often offer gold to runners in popular running locations like Droknar's Forge and Augury Rock.

Whether hiring another player to run you, or running a group of players yourself, you should watch out for scammers.

Some of the most popular runs in the game right now are:
 * The Droknar Run.
 * From Augury Rock to the mission locations in the Crystal Desert, see the Ascension Guide.
 * From Henge of Denravi to Maguuma Stade.
 * From Thunderhead Keep to Marhan's Grotto.
 * From Iron Mines of Moladune to Copperhammer Mines.
 * From Copperhammer Mines to Granite Citadel.
 * From Piken Square to Yak's Bend.
 * From Temple of the Ages to Sanctum Cay.
 * From Beacon's Perch to Gates of Kryta.

Profession Running Guide

 * Elementalist
 * Armor of Mist
 * Windborne Speed
 * Ranger
 * Dodge
 * Storm Chaser
 * Warrior
 * Sprint
 * Charge!

As an E/R, I tend to throw on Troll Unguent then Windborne Speed, then run forward. As soon as Windborne Speed starts to wear off, I hit Storm Chaser. If I'm being hit with knockdown attacks, or something like that, or if I need an extra boost after Storm Chaser wears off, I'll trigger Dodge. When just using Windborne Speed (or, in an emergency when nothing else has recharged yet, Armor of Mist), or while resting/healing with Troll Unguent and Healing Spring, I'll use Serpent's Quickness to recharge my skills faster. I max out Wilderness Survival and Water while doing this, while putting some points into Air and Energy. Excepting the Droknar Run and the Henge of Denravi to Maguuma Stade run (which two I haven't yet attempted), I can reliably make all the rest of the above listed runs.

Every profession, from what I've seen, has at least a couple running skills. Whatever you are, there's probably a way for you to run, although you'll most likely have to shuffle skills/attribute points around in order to do it. Characters whose primary profession is warrior, have an advantage while running, as their armor is higher than any other profession's armor and they can wear Warrior Runes of Absorption. W/x with a high Tactics or Strength skill, or x/W with a high Tactics skill, can also make use of the best Shields in the game.