Have the bill ready when you contact your utility company. You need these details to transfer over to a different provider. Call them and inquire about changing your electric provider over to the new company that you selected. They will explain further details about how it will affect your bill. In most circumstances, your utility company can conduct the switch to your new service. In some cases, switching providers may take up to a month. In some circumstances, you may have to contact the new energy provider yourself. In this case, give them a call and explain that you want to switch providers. Give them your current energy provider information and they will be able to complete the process for the switch. Visit the new energy provider’s website and see if there are any options to sign up online. Find the online web form and fill it out to register for the new energy provider. Allow time for your supplier to switch and look at your new electric bill. If everything went through correctly, you will see your new energy provider next to the charges for your electricity. In most cases, your bill will still be issued by your local utility company.
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One-sentence summary -- Get a copy of your current electric bill. Contact your current utility company. Call the new energy provider if your energy utility can’t make the switch. Sign up online rather than calling. Look at your next bill to confirm the change went through.

Q: Examples of these are eBay and Amazon Marketplace. Some sites (such as eBay) will require you to create a "buyer profile" in order to purchase anything from the site. The profile includes your basic information, such as name, address, preferred method of payment, email, and phone number.  Proceed with the site's checkout method. Most sites use some form of protected payment system, such as PayPal, to make sure your transactions are as fast and secure as possible. You can typically use a credit card to pay for used games, but some sellers accept check and money order.
A: Visit an auction or marketplace website. Locate the used game you want. Select the "Buy" option to purchase the game.

Article: Find a comfortable well-lit place to work where all your materials are nearby. For this tutorial, you will need:  Your sketchbook, paper, or card stock. A pencil An eraser Scissors (optional) Markers, color pencils, or crayons (optional) Make sure to give yourself plenty of room on the top, bottom, and sides of your oval. This will be the body of the crab. You can draw this oval in one continuous stroke or connect two sideways "C" shapes to make this shape. Crabs have two small eyes with a tiny antenna coming from each one, like eyebrows. You will want to draw these at the top of your oval in the middle.  Find the center of your oval and draw two small circles next to each other on the top line. Make sure to space the circles far enough away that you can clearly see both of them. You may also want to color them in completely with your pencil or a black marker. Above each circle, add a short line sticking up and out, from the inside of the circle. This means that the two antenna lines should be directly across from each other, with the circle eyes on the outside. Drawing the claws of your crab is a three step process. On the top of the oval, toward the edges, add a small oval, tall-ways, to each side. If you have trouble getting these ovals the same size, don't worry, some crabs have one claw that is larger than the other.  On top of each oval, draw a larger oval tilted diagonally inward toward the eyes. Your top ovals should look like they are almost facing each other while reaching upward. Add the pincers on the top of the larger oval. To draw the pincers, hold your pencil at the top of the oval and draw a short curved line reaching upward. End this line with a pointed tip, and take the line back down to the center of the top of the oval. From the center of the top of the oval, draw a shorter curved line, curving toward the first (as if to complete a circle), and end that line in a point as well, before taking it back down the the base of the oval. Your crab can have three legs on each side, all below the claws. Start the first leg directly below the claw. Draw a crescent shape pointing upward, in line with the direction of the claw. Repeat this on the other side.  Draw another leg directly below the first one. Use a crescent shape to angle this leg upward as well. Repeat on the other side. Draw the last leg directly below the second, but this time, angle the present shape downward. Repeat on the other side. Depending on what you want to do, there are a few ways you can finish your crab. You may wish to color your crab and then cut it out, using it as a party decoration for an underwater theme. You could also add an underwater scene to your paper, drawing a kelp forest or sea otters around your crab. Have fun!
Question: What is a summary of what this article is about?
Set up your workstation. Draw a medium sized oval, long-ways in the center of your paper. Add the eyes and antenna. Draw the claws. Draw the legs. Finish your crab.

Article: If you are at a controlled airport you must contact Ground Control before taxiing. They will give you further information as well as a transponder code, commonly called a "squawk code." Be sure to write this down, as this information must be repeated to Ground Control before you are given clearance for takeoff. Once given clearance, proceed to the runway as directed by Ground Control, making sure to never cross any runway unless you are cleared to do so. Usually 10 degrees of flaps are used to help increase lift. Check your aircraft manual, though. - Some aircraft do not use flaps for takeoff. Before you reach the runway, stop at the run-up area. You'll have to perform the engine run-up procedure here.  This helps insure that your aircraft is ready to fly safely. Ask your instructor to show you this procedure. After completing a successful run-up, notify the tower and wait to be cleared to continue to and/or enter the runway. Push the fuel mixture knob completely in and advance the throttle slowly. This will increase the engine RPMs (revolutions per minute), generating thrust and the airplane will start to move. Note, though, that the plane will want to go left when you do this, so add proper rudder to stay on the runway centerline.  If there's a crosswind, you will need to turn the yoke, carefully, into the wind. As you pick up speed, slowly decrease this correction. You'll need to control the yaw (twisting on a vertical axis) with the rudder pedals. If the plane starts doing twisting, use the foot pedals to control it. In order to take off into the air, the plane needs to achieve a certain speed to create enough lift. The throttle should be full on in most aircraft, though some will have a maximum setting to reduce over torquing. You will gradually build enough airspeed to become airborne (usually around 60 knots for small planes). The airspeed indicator will tell you when you have reached this speed. When the plane gets enough lift, you’ll notice the nose lifting off the ground a bit. Pull gently back on the flight control, being sure to maintain the proper climb rate for the particular aircraft. This will cause the whole airplane to leave the runway and rise into the air.  Remember to maintain climb speed and apply proper rudder. When at a safe height above the ground and you have a positive rate of climb as indicated by the VSI (Vertical Speed Indicator), return the flaps and landing gear to neutral position. This will reduce drag and extend the safe flying time and distance.
Question: What is a summary of what this article is about?
Get permission to take off. Adjust the flaps to the proper angle for takeoff. Perform an aircraft run-up procedure. Notify the tower that you're ready for takeoff. Start the take-off run. Get up to speed. Pull back on the yoke at this point.