My response to this comment is really in line with @Kanye-Qwest here (perhaps unsurprisingly).
When I think "make it fun for me!" as a GM what I mean is... please, please GOD if you want a scene with me, please make it interactive. Put yourself into the plot. Bring your A game. If you want to do diplomacy, BY GOD DO DIPLOMACY. If you want to negotiate, NEGOTIATE. If you want to set the world on fire, SET THE WORLD ON FIRE BUT FOR THE LOVE OF ALL THAT IS HOLY DON'T TAKE MY TIME AND THEN SAY "Well, you tell me what I should do to win my objectives, ok?"
No.
JUST NO.
Come up with a plan. Come up with ideas. It's ok to run them by me. "Hey, I want to do X, and I was thinking about doing it by Y series of actions. What do you think? Is it super crazy or super /genious/?" I spend so much time telling people's stories, and making up lore, and answering their questions. But for it to be fun for me means it needs to be collaboration.
It's the difference between a request saying:
"I am lost, so I am praying to the gods for guidance on what they want me to do next."
and...
"I am lost, and I have thought about doing X thing or doing Y thing or maybe doing Z thing, and I think I want to do Y but I know I should do Z, and I struggle. So I'm praying for guidance."
Both are requests for guidance. One requires me to pull a plot out of my ass to help you fulfill your clearly unspecified character goals. The other is concrete. It shows you're willing to put into it what I'm willing to respond with. It's much easier because it gives me hooks. It shows you're invested and involved. You're interested. You're willing to put in the time. And you're willing to tell me what makes it fun for you, so I don't spend all my effort thinking of something I think would be cool, only to find that no, that really wasn't what you were hoping for.
This one time, someone did the 2nd thing and I wrote something like 3 pages of story/lore/backstory for them, because they were so invested in it that it inspired me. That was fun. That was a lot of fun. I want to help make story - I can't do that if you won't give me hooks.
From a GM side it's kind of the equivalent of the person who "plays things close to the chest" and so never shows an emotion or any vulnerability but also never gives any hooks at all. Or the one who sits silently and drinks in a tavern full of people and never engages. Or the one who hovers outside a conversation but never gives any hooks to involve them or interact. What possible reason would I have to seek out those characters? I don't have anything to work with, and no sign that there's any collaborative roleplay even possible.
But the same thing translates as a player. If you're expecting to show up to a scene and be THE SUPERSTAR and then have everything revolve around you 100% of the time, you're destined for disappointment. Sometimes it IS all about you, but those times are exceedingly rare and they should be. So if you show up to a scene with 5 players, be ready to allow it to be about everyone else about 80% of the time, and you get 20% of the action and maybe that's you in the spotlight for a major decision, or you landing the killing blow on a monster, or your sarcastic quip being highlighted in the next GM pose - but give hooks for other people, and give them room to do their thing too.
I could go on. There are so many ways "Make it fun for me!" can be interpreted, and so many ways to do it that I just am consistently baffled by people who are no fun at all to RP with - there are SO MANY WAYS TO MAKE THINGS INTERESTING FOR OTHER PEOPLE AS WELL AS YOU.