How to Run Truth Or Dab Game Questions Without It Getting Awkward
Most people mess this up because they don't set rules clearly before the first question. I've hosted game nights where the first five minutes were just confusion and people saying "wait, what does dab mean here?" Don't let that happen to your group. You need a deck or a phone app with pre-written questions. There are two sides of the coin essentially: truth or dab. When a player gets asked a question, they choose one. Truth means answering honestly. Dab means performing a dab move instead of answering. If someone refuses either option, they're out or they owe the group a drink, depending on what your circle does. Here's the part nobody explains well: the questions need a mix of difficulty levels. If you only pull from the obvious deep personal ones, people shut down fast. If you only pull silly ones, it loses momentum after twenty minutes. I learned this the hard way at a house party where someone had printed out a list and every single question was something like "who in this room would you rather be stranded on an island with." People stopped engaging halfway through because it was too much emotional labor without any relief. The fix is a 60-40 split between light playful questions and slightly deeper ones.
Setting Up for Smooth Play
Get at least six people or the game stalls out. With fewer people, rounds repeat too quickly and someone sits out twice in a row, which kills their energy. Keep a container for questions — a hat, a jar, literally anything — so nobody has to fumble with their phone while everyone waits. If you're using an app, test it first. Some apps glitch on older phones and freeze during a turn. I lost a good round once because the app crashed right when someone was about to answer and the momentum completely died. Having a backup list of printed questions solves that problem instantly.
Handling the Common Problems
The biggest issue I run into is when someone keeps picking dab and never answers anything. At first it seems funny. After eight minutes it becomes clear they're avoiding any vulnerability. I handle this by adding a house rule after about ten minutes: if a player has dabbed three times in a row, their fourth turn requires a truth. This keeps the game moving without being mean about it. Another edge case that always comes up is when two people are dating and playing together. The questions can get uncomfortably pointed or awkwardly tame depending on how specific they are. One time a couple was at a group game and the questions felt like they were putting them on the spot. I started pulling more general questions that applied to anyone in the room rather than couple-specific ones. It wasn't perfect but it stopped the tension. Just something to be aware of. Sometimes people dab incorrectly or fake the move and then argue about whether it counts. You can either let that fly or establish what qualifies as a dab before starting. I usually go with letting it fly unless someone is blatantly bending over without any dab energy behind it.
Get the Full Details

Where to Get a Question List
There are several free apps available that generate random truth or dab prompts. The most commonly recommended ones show up on both the App Store and Google Play with decent ratings. Some are ad-supported which slows things down between turns. If you want something more controlled, Reddit threads and party game blogs have printable PDF lists that work fine. The key is skimming through before you print or download so the questions actually fit your crowd. Don't blindly use whatever is most popular. A list aimed at teenagers won't land well at a college gathering and vice versa. I once tried a generic viral list at a work event and about a third of the questions were inappropriate for that setting. Scanning takes ten minutes and saves an uncomfortable five minutes of trying to recover from bad choices.
Advanced Tips for Keeping Energy Up
Rotate who draws the questions. When one person always controls the deck, they subconsciously start steering the game toward themes they prefer. Spinning who picks keeps everyone invested. Also pay attention to the energy in the room. If people are laughing hard after a dab, lean into it. If the group goes quiet after a truth answer, switch to lighter questions for the next few rounds. The game should breathe with the room, not fight against it. Track scores only if people want that. Points add structure but they also add pressure. Some groups play for fun and never keep score. Others get competitive fast and it changes the whole vibe. Either way works. Just don't assume everyone wants the same thing. That's basically how you run it without it falling apart. The game itself is simple. The execution is where most people go wrong.