If this is your first attempt at a game, use the simplest possible tool for what you want to do. Anything that makes it difficult while you are still learning will sap your sense of progress and you'll most likely quickly give up.
The first game you make is to gain experience, not to create your final, greatest work that will stand for a 1000 years like a colossus of creativity. Keep it so simple you can explain the plot in one paragraph, count the characters on less than one hand, and make the gameplay short enough you can play through in an hour at most. Just get it done and ship it out. You'll either fail to finish, and discover that making games is not for you. Or you'll complete it but never want to do it again. Or just maybe, you'll discover a new, fun hobby you need to hide from your wife.
Knowing how to webpage means you've had some (or lots) of exposure to real-world development processes, and skills like understanding project management, breaking up work into achievable chunks, asset management, source code control, testability etc are all valuable.
But none of those are as valuable as mindless, unending enthusiasm and ability to keep working at the goal, spending 1,2 hours a day, every day, for a LOOOOONG time. because that's what it takes to make a medium to large game.
If your game idea is a Choose-your-own-adventure (CYOA) style game, with only text, or mainly text and some images, then Twine/Sugarcube is perfect.
If you want some sort of JRPG style movement/dungeons/battles/inventory, use RPGM.
If you want a Visual Novel style, with full screen images and a dialogue box at the bottom, use Ren'py.
If you are crazy/russian/sado-masochist, use QSP.
If you're a non-russian crazy sadomasochist, write your own game engine
ROFLMAO: apologies to
shark_inna_hat).