@Arkandel
I can deal with getting shit for playing on a game I'm staffing, because either they're right or wrong. If they're right, I apologize and fix it. If I'm wrong, I tell the player that they need to stop whatever it is they're smoking and chill the fuck out.
As @Sunny said elsewhere, it's up to both staff and players to make a game work. I will say it's up to staff to set the expectations of the players, but it just takes one know-it-all with their own staffing ideals to come in and make a stir to give the nearest staffers a chain-migraine, passing from staffer to staffer until someone can step in and stop it.
Now, on the perfect game that person will be the first staffer on the scene, but we're humans. We all want to play our own games. So on a realistic game, that person is probably going to be another player.
Ah! And so Thenomain loops the tangent back to the original topic.
With a core set of players, emotional flare-ups are mitigated. Hopefully with "hey, stop that and come over here to play this awesome scene". Unmitigated, they can end up as negative feedback loops in the OOC Lounge. (And he keeps tying it all together, folks!) One player or staffer saying, "Hey, this isn't cool," one player or staffer passionate about the game and willing to help others, then the negative gets nullified and possibly turned around. "Hey wow, these people enjoy their game. I should try enjoying it too."
Yeah yeah, that doesn't always work, but that's why I used the phrase "critical mass", a more organic term to describe that tipping point, where even the nay-sayers aren't going to cause a stampede away from your game.
And let's not forget Brus' #1 Rule of Mushing: Chill the fuck out.
Once you're chill, you can sort through a lot more stuff than when you're not. Like: Someone giving you grief for playing a character on your own game. As long as you're creating fun, or at least not absorbing fun, then nobody should care. I'm going to posit that if they still care, they're wrong.