106. You draw out the elaborate temple of death on the battle mat and then realize you are using a permanent marker.
107. Your players present there characters for a four-color superhero game, and they are all gun-toting gangster-wannabes.
108. You plan an adventure around a key player who shows up for every session, except this one.
109. Next game, you plan another adventure around a different player but ask first if he can make it, but at the last minute he doesn't show.
110. So you plan an intricate plot that revolves around the background of three of your six players, figuring one of them would have to make it. Figuring incorrectly at that.
111. One of the backgrounds submitted for your low-fantasy campaign begins with "I am the sunderer of worlds. I was born with the birth of time and have led countless civilizations to their distruction."
112. Actually, regardless of the campaign you are running, you get the background in #111.
113. You get a player who submits a D&D character with stats all in the 20s and 30s for first level, and the player claims to have rolled him up fairly.
114. For a champions game, you get a player whose character concept is "any power with a stop sign next to it."
115. A new character in your superhero game takes the mimic power, and then with each mimic, asks, "What does this power do?"
116. A d20 player takes 5 minutes each turn to figure out how much to power attack by and how much to set his combat reflexes by.
117. After you have started skipping the player in #116 as he decides these thing, he continues to argue that he should be able to take as much time as he wants.
118. You have a player that adds up each bonus individually for each roll of the dice. Doesn't matter if it is the same as the previous roll. Doesn't ever write anything down.
119. You have a player request to make his own feat, and then turns in a twenty-page disceration on what the feat does.
120. You have a player who hates your game, but shows up anyway and makes backhanded comments all the time.
121. You have a player who can only play Evil characters, and I mean Evil with a capital E: plotting truly vile stuff like genocide regardless of the campaign style or theme.
122. You write a detailed campaign arc around a character, and the player switches to a different character.
123. So you write another detailed campaign arc around a character, and the player switches to yet another different character.
124. So you don't bother to write another detailed campaign arc for that player's character, and he quits the game because you didn't include him in any of the plots.
125. You have a player who must tell his story of Hrrg lizardfolk barbarian at least once per session.
126. You have two players who argue over who lost the Great Diamond of Zerkog. Two campaigns ago.
127. You really know you are in GM hell, when all this happens you to and you keep on playing anyway.