This is an opinion thread. No one is wrong. Let's all be respectful while we debate.
A few threads ongoing right now have shown me that people think of the role of the GM very differently than I do. Not surprising, considering how we are not all me, but even so i thought I would see if I could get folks to lay out what they view the role of the GM is in an RPG. The role can change, both at different moments in a single session, over the course of a campaign, and in context of play and not-play gaming activities.
I don't want to pollute the pool as it were with my own opinion at the outset. I would first like to hear what some of you view the GM's job to be.
Thanks.
Fundamentally, the DM's job is simply to entertain the players. Indeed, as a general rule, the 'job' of everyone at the table is to entertain the other participants.
Of course, it turns out entertaining the players is a huge job that involves all sorts of reasonable expectations that can vary from table to table and even player to player.
One of the most common expectations of the players is that they will be playing a game that involves overcoming some sort of challenges, and as such the GM will serve as the game's Referee. In this role, the GM is a neutral arbiter of the rules. As a good referee interested in speeding the game along, the GM ought not need to be reminded too often what the rules are, and ought to reliably follow the rules as set out with as little 'video review' and consultation as possible.
Speaking of, the players will also likely expect the GM to serve as a neutral Arbiter or Judge of disputes between players, helping to settle and smooth over any out of game disputes.
Regardless of the game being played or the aesthetics of play of the participants, one of the most common expectations of the players is that they will uncover and discover new facts about the scenario that were hidden to them on the onset. In that regard, the GM also serves as the games Secret Keeper, in that the GM is entrusted with the facts about the game universe that the other players do not initially know.
Secret Keeper itself implies many other "hats" that might be worn. If the game has a narrative structure, then the Secret Keeper is also the chief designer of the particulars of the narrative conflict. In general, the participants of the game that are tasked with resolving the games conflict cannot also be the ones that introduce and know the details of the conflict, or else the resolution of the conflict tends to be rote, unimaginative and linear. Wearing this hat, the GM is the stories primary Author, in the same sense that a person who writes a Choose Your Own Adventure Story has primarily contributed to the story and waits only for the reader to decide how the story will progress and ultimately conclude.
Likewise, if the game has an exploratory structure, then Secret Keeper implies the GM is the game's primary World Builder, Myth Maker, Setting Designer and Set Dresser. While other participants may be able to add to the setting and world in various ways, only the Secret Keeper can add things which the other participants can collectively discover as something fresh and novel. Or to put it another way, the GM is the guy that draws the maps.
The GM is also the actor and enactor of every character in the story that is not a protagonist. All the extras, the chorus, the secondary and supporting characters, villains, foils, and antagonists are the province of the GM, and the GM alone can make them come alive on the stage as individuals. That means that alone of all the participants, the GM must having the acting chops to change roles and play out many different characters with different traits and personalities. A player may have this skill, and if they do, well and good. But only a GM needs it, for a player may get along just fine if they are like Sean Connery, always ultimately playing themselves on stage in all their magnetic scene stealing glory.
The GM is also in many cases a Rulesmith as well as Referee. Not only is the GM referee of the rules, but the GM often stamps his own personal character on the game by creating new rules that set a certain tone for the game specific to his world building or to the story. Further, even if he sets out to use some official rules as written, no set of rules for an RPG is ever complete, and so the GM must decide where the rules are missing or ambiguous how to rule on the particular proposition and when to extend these rulings out to form new Common Law for the game. Thus the GM in his role as Rulesmith may be both Legislator and Judiciary.
In short, the GM wears many many hats.