It's hard enough I've seen GMs step down from the role to play in essentially the same style of game because they couldn't maintain their current situation whether that's because of physical infirmary, emotional turmoil, or overwork. They stepped down to player because it was easier than continuing to run. In some cases, they returned to GM when their personal situations changed. Other times, they happily remained players even when the direct causes had been dealt with because they found it more fulfilling and easier. I have never had a player say "Playing is too hard right now. How about I GM instead?"
Sure, people take breaks from things all the time. I've seen players bow out, too, for a variety of reasons. I've seen similar things with other activities, too. That stuff happens.
Again, I'm not saying that GMing is easier than playing, or even as easy as playing. I'm saying that it's easier than many think, and it should not (or maybe need not) be significantly more difficult than playing.
And I think the idea of "more difficult" is pretty subjective, as well, which is causing some disagreement. I think the GM has more to do, and that is something I think many are focusing on as "proof" that the role is harder, but I don't really see it that way. Yes, there is more to do. None of it is individually all that hard....it's just managing it all that can be a challenge.
Which is why I'm an advocate for having less to manage.
When I prep for 1e, I know I'm going to spending a fair amount of time pre-game mapping, establishing foreshadow clues, and placing items, clues, treasure, and creatures.
That's all fine. I'm all for whatever works for people. I generally don't create maps ahead of time unless there's a compelling reason to do so.....like maybe a dungeon delve where the specific location of everything matters, or if there's going to be a tactically meaningful combat where I want to have an idea of how to construct it before drawing it at the table on the battle mat.
I think the manner of prep will depend on what the expected content will be for a given session.
What do you do if your players, for whatever reason, decide not to engage with the material you've prepared?
To go back to my asylum example, if they decide to not go in for some reason, I have a few other ideas that are currently possible, and I'll adapt and do what I need to depending on what the PCs do. But if I drew out a map and populated treasure and creatures onto it, I feel like I'd be more inclined to make sure it was used. How do you avoid that?
When I prep for a Champions campaign, I know I have more up-front world development than 1e, and probably just as much pre-game prep -- it is just moved to relationships, NPC involvement, PC highlighting, and antagonist development.
I have little to none of that when I run Dungeonworld or FATE. But I find running Dungeonworld or FATE hard compared to the first two games.
The adjudication is a lot tougher because I have entirely different considerations: narrative flow, framing constant action, establishing and maintaining pressure without being overwhelming, not pigeon-holing the group or leading it to my desired outcome, off the cuff presentation of interesting situations full of levers for the players to use, and reading the audience are tougher than the disinterested adjudication I need to pursue in 1e or the PC focused reveals and relationship highlights performed in Champions. I find the extra control I need to take over scene framing and consequence assignment much more draining.
I'm not familiar with Champions, and I've only minimal experience with Dungeonworld, but I think most games require a shift in preparation depending on the expectations of play. Many of these will be system dependent, and others will be table dependent.
Part of that is inexperience: I've only run a dozen of so Dungeonworld and FATE games compared to the decades of experience I have in 1e and Champions. Part of it is personality: I prefer the roles of designer, adjudicator, and audience to being the group foil and scene framer.
Now, as I continue to run Dungeonworld and FATE, will it get easier? Almost certainly. But that's because it is hard right now.
Sure, I expect it will. Now imagine you went online for guidance, and everyone said "no, it won't get easier.....it's always hard. There's nothing you can do about that." I mean, in your last post you pointed out that some of the things I'm talking about are ideas not available to new GMs.....but here I am sharing them so any possible new GMs will see them, and you seem resistant to that just to maintain the idea that GMing is hard. That's odd to me.
I think that's the general trend of posts here, and that's what I disagree with. Regardless of game or the experience level of the GM, everyone's game can likely be made to be easier in some way. There are tricks or techniques or tweaks that can be made that can improve the game in some way by easing the burden of the GM.
I think that is really all I'm saying, and sharing some of the things that have helped me do that, and hoping to come across more that may prove useful.