At the end of a session, players go through the process of a "TP Vote", this involves all players and the GM collectively, and is meant to help players at the table to discuss aspects of roleplay they like or dislike, as well as story aspects they enjoyed.
The GM also uses a character sheet, tallying up their own TP. This is in case the GM wishes to become a player later on and have another player GM instead. If they do not foresee themselves switching out or if the campaign is merely a one-shot, this doesn't need to be done. However it is recommended nonetheless. GM's TP earned per session is equal to the average of the player's earned TP (total their earned TP in a session, then divide that result by the amount of players in the party).
A single Training Point is awarded to players by the GM for each of the following;
Participated until the end of the session.
Alternatively, being present for a majority of the session is acceptable. Or, the GM being warned ahead of time that the player is unable to show is also acceptable.
Defeated a difficult encounter.
A difficult encounter is considered an encounter which was likely to defeat/kill PCs, or caused players to act tactically and carefully.
One or multiple players helped progress the plot, an ongoing quest, or progressed a player's backstory/story.
All three of these can occur in a single session.
If a player didn't participate in helping progress the plot, or so on, they do not receive a TP.
After the TP is awarded above, players and the GM should discuss together about the additional TP to be awarded to other players. This gives an opportunity for players to compliment one another on aspects they enjoyed of their roleplaying. This can help foster positive roleplaying practices in the future as well, and encourage more proactive roleplaying rather than reactive.
Only one of these categories can be awarded at a time. Players can be selected for multiple categories. In addition, players cannot vote for themselves to be awarded TP for specific categories. Not every category needs to be used, and some can be skipped (for example, Wallflower isn't always necessary).
After voting, a single Training Point is awarded to the selected players for each of the following;
Player achieved a difficult, personal goal.
This goal should be something that took effort to complete, and wasn't a simple/easy skill roll to achieve it or something similarly benign.
Player assisted other players in-character or out of character.
In Character it relates to the player/character helping a fellow player/character achieve their own goals or consistently being helpful.
Out Of Character it relates to the player helping a fellow player either with the system's mechanics, or other similar issues.
Player was essential to an encounter.
This does not necessarily mean a player who "dealt the most damage" or "took the most hits for the party", otherwise all it'd take to receive this would be to build for high damage or similar "extreme" builds. This is instead rewarded to players who managed to turn the tides of battle, or accomplished something impressive mid-combat (such as fending off many foes, or used their wit to block a foe's escape).
Player's personal backstory or story aspects were interesting and meshed with the game's plot.
If a player's backstory or current quest came up prominently during the game, they should be rewarded. For example; a PC's parents/allies/friends were killed by bandits, so the player decides to spend part of the session hunting down the bandits.
Wallflower
This specific award should be given to a player in the game who needs to step up and start becoming proactive and interacting with the session. This awards the player 1 TP, and if by the next session they manage to become more proactive or even become the main focus of the session, they receive an additional 1 TP. This should only be used if a player has a recurring issue with this, and not every session where a normally proactive player isn't able to act.
Shakin' It Up
This is for the player whose either intentionally or unintentionally lead the plot in a new or interesting direction. This can be through being contrarian to the way things normally should go, or following a path which leads to a lot more trouble and danger without forethought.
The Ugly
This is for the unfortunate player, who the dice gods keep dealing a shit hand...on the bright side, they have this.