A Good GM Is unbiased, knows what to do in the plot at most if not all times, is willing to call out players on their misbehavior, has a passion for their roleplay, is willing to be active in the roleplay they made, is willing to compromise on characters and their actions as long as it doesn't ruin the story/lore of the roleplay, from a character standpoint will not put his or her own character above the others as some sort of god and is friendly to their roleplayers. In my experiences my failure as a GM seems to come from my iron will to not let people do as they wish in roleplays. I however say that I don't let things on in the basis that they will drag the roleplay down. I also am very blunt and to the point if I don't like someone or something I will say it while keeping to the rules of the cool fonz of the almighty mahz god set. Likewise my plots are slow in the start and I lose interest before I can even get to the better parts. Other times I make roleplays and I find out half way into it I have no idea how to move on due to lack of forethought on how to bridge certain plot points. To put it bluntly: I know what I want, and I don't tolerate BS for any reason unless it is a good reason. I will give you the same thought that I'd give anyone else unless you've proven incapable or unreliable. I will not force others to do things unless I absolutely have to and I will give forewarning to players doing things they shouldn't in roleplay as opposed to just killing off their character like an asshole like I was subjected too on my very first roleplays on this site. I make relatively well thought out roleplays but my problem is the gap between the good points and the slow points and or my inability to make the cool points come out as I wanted