Don't be afraid to make mistakes
I've often encountered a presence of perfectionism, or the mindset of staff must always be right, often times to the point where it becomes confrontational. Iunno, for myself I'm actually walking into this situation embracing the mindset of screwing up. Because of this I'm not afraid to try new things or out of the box approaches in plots. If they don't work, that's ok. No one is going to lose a limb over it ... unless they rage punch their computer I suppose. But really, the fear of screwing up can sometimes push people into this box of refusing to admit when they are in fact wrong. I don't want to be that person.
Highlight the Good
I'm a professional educator, and one of the things we talk about is classroom management. Really, a MU isn't terribly different than a classroom. Lots of people with different backgrounds, different individualized goals but trying to coexist and cooperate. It's really an appropriate analogy. So I brought some of the pedagogy we use into the design of how we interact. Every week we highlight the positives we see from players. I think it's a good way to let people know we appreciate them and to show other players the sorts of things we're looking for. These range from behaviors on game to working with staff through issues or handling plots. If you see a behavior you like and want repeated, bring it to the forefront.
Expectations
I don't think any of us like that unknown expectation. This ties in a bit to the first one, I try my best to make sure my expectations are clear; but I'm also going to make mistakes. If there's confusion on them, it may well be my fault. I'll own the mistake, clarify the expectation and roll on. But when everyone knows what we're trying to accomplish it makes things a lot smoother.
Purposeful RP
I'm still experimenting with this. One of the things I've been working towards mentally and now in execution is how to make plots meaningful and rolling. I kind of place my expected plot time to be around 2 hours. That's not a lot of time to get something in. So one of the things I'm doing is asking players to be very specific about their goals. A player who asks to 'look around' isn't being specific, they're fishing. If the player is having to fish then I'm not doing my job as a Storyteller. I want players to be focused in on something. If I haven't given them bait, I'm wanting them to guide me into something they're interested in doing...and I haven't done a great job of expressing that expectation yet; one of the things I've been drawing feedback from players on. But regardless, this is with #1; I'm screwing stuff up but having fun doing it and I think (based on talks) the players are having fun helping me work through things.
Feedback Loop
I run a plot, I ask for feedback, I use said feedback to adjust what I'm doing to run the next plot a little bit better, then get feedback... this is the cycle. The biggest challenge I'm finding is getting players to give feedback that isn't always positives. Believe me, I get a huge smile when they tell me how much they enjoyed something (and I like that a ton) but I can't improve on positives; sure I can do more of them and certainly plan that in, but I'd also like to address areas of deficiency. The feedback loop also works the other way, I try to give players direct ideas on things to pose about. What would be useful for me as a Storyteller to know regarding their character at that time. The challenge lies in that this is a bit different than we're all used to in some regards so breaking those habits may take some time, or restructuring.
Ask for what you want
If you don't ask for it, you won't get it. I tell players I'd like X Y and Z in their pose, I tell them I want a specific goal from them in their pose, I tell them to be specific about what they are investigating so I can give them a specific roll. All these took was simply asking for them. And the more I've asked, the more they've done it and it's entered a pretty good interaction relationship. I want poses every 15 minutes, I stick to that. One of my big goals right now is 6-8 GM poses per scene every 15 minutes (so 1.5-2 hour scenes). That doesn't provide for a lot of 'fluff' time, but rather we need to get to the meat of the plot; which requires us to be focused. All of it is circular I guess, and again, far from perfect but like I said in point #1, I'm ok with screwing up and making mistakes.