Kuro did manage to nail some of the failings that players tend to see in bad GMs, but it goes a lot deeper than that. GMs need to know how to make interest checks that will be interesting for their target audience to read. They need to be good with working with a lot of different personality types, need to make all the players feel welcome in their RP, while also knowing what to do if one of them suddenly drops. They need to be resourcefull and know what to do when one of their story hooks won't work. They need to be able to plan ahead so that when shit goes south, things continue to move forward. Beating your chest and telling people "no" is one of the [i]easier[/i] things to do. If you want a comprehensive write up of how great GMs operate, a sexual icon known as [@Dervish] wrote a great guide on the topic which you can find [url=https://www.roleplayerguild.com/topics/177495-dervishs-guide-to-gming/ooc]here[/url].