Since I do think the discussion originally started in the Hogpit about GMs is a good one (not a fan of the 'traits' thing but the back and forth about expectations on both sides was interesting.
Points as I saw them to be:
- GMs and players should be clear about their expectations on plot/scene paces. If a GM is a slow burn, make that clear. If they are mechanical based, make that clear, etc.
- Players and GMs alike should be mindful of RL availability.
Those are the main things, I think. I might be forgetting some.
My own comments:
I am a big fan of /attempting/ to design scenes to those involved. Like, if Play1 is social, Player2 is combat, and Player3 is combat give each of them a time to 'shine' and show off their skills. My only real rule as a GM is help each other show off and don't hog the spotlight. Sure, you might have the stats to so defeat an enemy but why not work with someone who might be a good tactician so you guys an show off together? In the scenes I GM I encourage my players to work together and make each other shine over focusing on 1 person's thing (when the scene is not specifically designed for that person).
I am also a pretty slow paced GM, as in when and how fast a scene is. I don't generally do long plotlines, most are aimed to finish in 2-3 scenes, sometimes one. The time between plots vary. I'm also likely to not GM something if some people involved can't make the scenes.
I also don't plan out any of my scenes, save for the intended results. Like, on Atharia's Children of Gods plots, the only part I have planned is Player1 is to become a Child of Gods. Sometimes slightly more, depending on if I want other things to happen at a point in it. Which, I usually set up a plan for why it happens. Like if I want someone to 'fail' so that they can open up a storyline for them, I let the player know. I try to combo the 'fail' with another scene/plot so that the 'failure' is not the focus.