When GM'ing:
Take notes of the names of all the NPC's I introduce, somehow the minor throw away ones always end up being important. Prepare for the game. Don't lose my notes. Know the plot better than the players. (Asking the players what the hell is going on is just embarasing)
DnD:
Play a character with a good alignment at least ONCE.
Ars Magica:
Get through at least ONE tribunal without any member of the covenant on trial, failing that, without any member being on trial for a High Crime.
Avoid attacking any fae even if I was "provoked".
Accept that "breathing" is not provokation
Learn a spell that doesn't rely on the arts of Creo and Ignem, it doesn't work on demons and it is getting embarasing being a combat magus who can't hurt anything.
Finish a game as sober as I began.
Start the game sober.
LARP:
Play more events.
Play less non combatants and get into more fights.
Make it to more weapon practices, even if they are in the morning.
Stop leaving my "allies" to die without at least
considering spending my spell power on healing them.