Yumi_and_Erea (Co-GM of Demigods, has GMed high-quality threads in the past):
1) What inspired you to start up the thread or threads you are currently GMing?
To quote Spud from Trainspotting, "In a word, pleasure".
I create RPs because I know that if done right, they can be an incredible experience for all concerned and give pleasure and meaning to people's lives. This can be because they enjoy having a chance to showcase their writing skills, because they can have their minds blown by each others creations, see their efforts merge almost as if it was meant to be, and finally bring about something that no-one could have done on their own, but which comes about anyway because a talented group of people were given a chance to learn from one another and combine their greatest strengths.
I create and GM RPs for the same reason that publishers make deals with authors:
While I wouldn't dare take credit for the artistic endeavour, I do get an amazing feeling knowing that it now exists and is beloved and remembered, in part due to me.
2) What kind of things do you do as a GM, in terms of plot devices, story arcs, central non-player characters, McGuffins and the like?
The best and most important thing a GM can do is create a world that both allows the RPers to let their imagination roam free as well as inspire them to think of new and interesting material. Creating such a world is always my primary goal as a GM.
I do think of plot-devices ahead of time, because you cannot always depend on RPer-imagination to solve the problem, and it is the GM's duty to ensure that the RP doesn't stop or come to halt, whatever else might happen. This does not mean, however, that I am unwilling to let these pre-created ideas go if the writers their work has created an equally good solution on its own.
When it comes to NPCs, I always try to give them a unique personality and turn them into a distinct character. This is because if the NPC comes across to the players as a genuine character, rather than a plot-device or an annoyance, then the players will write their characters? interactions with the NPCs as they would with other player-characters. This leads to a more natural interaction, with more emotion, humour, character-relationships and overall authenticity. The main goal here, above all else, is to ensure that the NPC does not come across as unnatural, and does not break the players their immersion in the story. Of course, if the NPC's role is too small for such proper characterization, I do at least try to give them a unique twist or mannerism that makes them memorable enough for players not to forget about them.
Finally, when it comes to the central story-line and McGuffins, I tend not to plan out the central story too much ahead of time, so as to leave space for both myself and other players to shape the story as it moves along. The most I do is imagine some position my own character will eventually be in, and try and work the story towards that position, thinking of the context and explanation as I go. McGuffins are never written into the story when I first create the RP, and are always created with their main function being narrative rather than technical, meaning that I don't think of them to solve issues, they come to me as a logical progression of the story.
3) How do you judge applicants to your threads? Will you accept anyone and everyone, or do you look for something special about the writer or their character?
My chief criterion for applicants is how well they will work with the other players. That's not to say I reject odd ducks or insist on conformity (quite the opposite, really) but I can tell when a player chiefly wants to show off, rather than partake in something greater than himself. Those people are only accepted after I've talked to other players about their RP-history, and if it comes back clean. I like to think that my standards aren't too high, but I do insist that people put some effort into their sheets, especially on their character's backstory and especially on their character's personality. Roleplaying on forums isn't like roleplaying in videogames; the character can't just be a blank slate. As such, backstory and personality are particularly important, and people that neglect those areas tend to be rejected quicker than people that don't.
Finally, I don't have a policy against accepting newbie-RPers, but I tend to leave them out of the more dramatic and serious RPs, because inexperience can really break drama. If it's a more light-hearted RP, however, newbies are more than welcome to be shown the ropes.
3a) On that note, are there any hints or tips you could give to people writing character sheets for one of your threads in the future?
As I said earlier, backstory and personality are the most important aspects, as these are the areas in which you explain what is interesting about this character and why the GM should sympathize with them. For the rest, I have two major tips.
1: Avoid the default. If your RP allows for multiple races of beings, you don't choose the Caucasian Human. If your RP allows for multiple different backgrounds for your character to come from, you don't choose the generic ex-military one.
And if you do choose the default, find a way to make it interesting, or a quirk for your character to have that separates them from people from the same category. While you should always write what you feel to be the best character, deviating from the norm and creating a more unusual character opens more doors in regards to character interaction, allows for the story to be seen from different points of view and will give your character more presence and individuality.
2: Acknowledge other people. When you create a character-sheet, you first make sure someone else hasn't already created one similar to what you had in mind. You might have had the world's greatest idea for a sheet, but if someone else posted the world's second-greatest before you did yours, then yours will only seem like a rip-off. Make sure there are no blatantly obvious similarities between your sheet and that of others. Of course, being of the same age, gender or race doesn't apply to this tip, but if your character is the second one to have a hand missing because they were forced to cut it off because it got infected with an alien virus...you're better off re-writing.
4) What is your writing style? For example, how do you detail the thoughts and actions of your characters?
I tend to write in a very... visual style, I guess you could say. I tend to write actions and events in a way that people can clearly visualize in their head, both to ensure clarity in what I mean to say, as well as to make emotion more easily communicable. People are less confused by difficult posts if they have a clear image in their minds as to what is happening, and emotion becomes to easier to identify with if you can imagine how the character looks as they're going through their drama and what they are doing. I guess my ultimate goal in this is to make people relate to the story as much as they can, and in turn immerse them as much as they can.
5) How do you develop your characters as the roleplay progresses?
I begin the RP with my character in a very firm starting-position. This goes back to that "Not having your character be a blank slate" thing I mentioned earlier. In the early parts of the RP my characters will act according to the information in their sheets, with almost all of their actions influenced by their personality and backstory. Change and evolution will start to take place after they begin to properly interact with other player-characters (and, on very rare occasions, a major NPC). Sometimes evolution is induced by the characters main goal or objective too, but the majority of character evolution comes from interaction with other people, and developing either a fondness and desire to keep them safe, or disdain and an inspiration to oppose them. The quintessential element of character-evolution, the axis around which it all revolves, is self-discovery. Coming to terms with who you are, finding a meaningful path in life, realizing you are in love, these are very universal and human themes that people can easily relate to as well as great inspirational themes that resonate with people's desire to see a peaceful resolution to the character their predicament. This is how I develop all of my characters, by allowing them to come into their own. Not only does it make them more human, it also helps make them more three-dimensional.
6) Do you have a favourite type of roleplay? If so, what is it and why do you like it? (Keep it PG-13, please. =D)
Personally, my favourite RPs tend to be the ones with character-driven plots rather than plot-driven characters. I like stories that grow and evolve naturally, stemming forth from the drama and emotions felt between the characters, as opposed to driven onward by premeditated events. I'm sorry if I'm repeating myself here but those stories just make the characters come across as more human and sympathetic and the drama as more natural and tragic.
Also, in the grand scheme of things, I prefer fantasy and science-fiction to more common and realistic RPs. I know that might sound kind of self-contradictory, coming from a guy who just spent a fair bit of time emphasising the importance of relatable and understandable writing, but the advantage of such fantastical settings is that the consequences of the characters' actions can be much more epic and widespread. This makes their decisions a lot more difficult and painful, adds a lot more weight to their drama, and can elevate their tragedy to a whole new scale. Fantastical original settings might require more work for players to adjust to, but surprisingly enough it is precisely because it is not a conventional world that the human element can become even stronger.
7) Is there anything you could say to help an aspiring GM get a better grasp of the task? It *is* an important part of roleplaying.
Indeed I could. I could fill half the library of Congress with advice if I had the time. However, I will instead give you my top 5 tips for smooth GMing.
1: Get a co-GM. This is not negotiable. Having someone around whom you can consult in times of difficulty, who knows and understands the background of the RP as well as you do and who can keep the players in check while you're gone, is pretty much invaluable. Get a co-GM. Now.
2: Write the rules, and stick to them. Make sure that at the start of the RP the rules and boundaries are clearly laid out, as being forced to write rules mid-RP distracts immensely. Also, if someone breaks or bends the rules, call them out on it. Insubordination creates frustration and discord between players and breaks the natural flow of the story. You should forgive first-time offenses and small slip-ups, but repeat offenders should not be tolerated. They should get one last chance, and if they blow it, boot them from the RP.
3: Support the players with any issues they may have. If a player is stressed, confused, upset with another player or feeling poorly, you should help them. Give advice, but be prepared to accept the fact that you can't solve everything by yourself and sometimes you'll have to leave it in the hands of other people. As a general rule of thumb, players with issues should refrain from posting until they're back on their feet.
4: The world isn't your oyster, it's the players'. What is ultimately the key difference between two RPs that employ the same rules and mechanics? The setting. The key to attracting players, to stimulating the imagination of those players and to make your RP truly come alive lies in a vibrant and interesting setting that has lots of opportunities and potential to tell epic stories. I'm not saying that the setting is what makes or breaks an RP, but a great setting stimulates player-creativity, can compensate for one-dimensional characters, and just in overall helps tell the story better.
5: Have fun, or I'll shank you in the kidneys. The absolute ultimate purpose of the GM is not to move the story along, not to set an example for the players, not even to create a good setting. The final goal of any RP, and thus the final goal of any GM, is to have fun. So long as you write all of your material and make all of your decisions with the goal in mind of making sure everyone is having fun, you are a good GM.