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.

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 Storm Chaser. Most runners are warriors because warriors endure the most damage of all characters at the same level, thus can survive longest.

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.

Running is also used by players who want to do a quest or mission (e.g. deliver an item or perform infusion) without actually fighting monsters along the way.

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
This is a list of running skills:
 * Elementalist
 * Armor of Mist
 * Windborne Speed
 * Mesmer
 * Illusion of Haste (after this wears off, you will be Crippled)
 * Ranger
 * Call of Haste (only works on Animal Companion)
 * Dodge
 * Escape
 * Storm Chaser
 * Warrior
 * Battle Rage (requires Adrenaline)
 * Bull's Charge
 * Dolyak Signet
 * Charge!
 * Rush (requires Adrenaline)
 * Sprint

Of the list above, Sprint, "Charge!" and Storm Chaser are the ones most favored by runners for a few reasons: Note: Dodge is often used by those who use Storm Chaser as an extra boost after Storm Chaser wears off to get past the really long gauntlet of foes which are sometimes encountered.
 * 1) They last at least 10 seconds (if the linked attribute is high enough) which is most adequate for dodging groups and getting far quickly.
 * 2) They are shouts or stances that do not have an activation time. This means a character can invoke them on the fly while running. On the other hand, Armor of Mist, for example, is a spell that lasts longer and runs faster than Sprint, but requires runners to stop and invoke it for two full seconds while monsters surround them.

Tip: Dying while others run you offers a convenient way to watch the runners and see how they do what they do. Simply click on the surviving runner's name in the Party List and observe. You can also see to what skills they're using if you watch the bar at the center of the top of the screen.

Tip: Many runners activate some sort of healing regeneration (Mending is what W/Mo use, although Rangers use Troll Unguent) for a greater healing boost just before encountering a group of foes. This helps combat the health degeneration often throw on runners by enemy mesmers and other occasional attacks that hit a runner. Many runners also start some sort of speed boost at this time, such as Bull's Charge, Escape, or Windborne Speed, which allows them to save the skills that don't require any activation time for when they're actually surrounded by foes.