We were all bad once, even the best of us.
Very true. I've learned a lot about GMing by doing it, and also by reading about others' experiences (Dragon Magazine back in the day, the internet these days).
A player revolt is when the entire group, en masse, turns to the DM and refuses to play with him or her again. Essentially, they fire the DM.
THAT'S how bad the DM's I played with were. FOUR TIMES. Entire groups walking out on a DM.
I've never suffered one of these. I did instigate one, a little over 20 years ago, which more-or-less created my current group (which is really a series of overlapping groups of 15 or so players over the years).
I think most of my GMs have been good, with several greats. Most respondents to the poll will, I think, have similar views because people tend to only game with those they consider to be good, and to leave games where the other participants are perceived to be bad.
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Over the last 15 years I've had quite a few GMs, if you count conventions and other oneoffs. It would only be about ten if you don't. The convention GMs tended to be worse than my regulars, that could well be due to different tastes.
I ticked the "more-than-half bad" box.
Of convention GMs, I've had good ones GMing systems like Stormbringer, Runequest and Cthulhu but a lot of bad ones GMing 2nd ed AD&D. On balance, I'd say more good than bad GMs.
Of non-convention GMs, I've had more bad than good - but have tended not to play for very long with the bad ones (and as I said above, instigated a revolt against one of them in order to create my current group).
I think that there are affinities not only between different players, but between GMing styles, play preferences and systems. It's not clear which way the causal direction flows, but I've almost never had a bad experience with Chaosium or Rolemaster GMs, whereas I've very rarely had a good experience with 2nd ed AD&D GMing. Now some of that simply reflects my own preferences, but I don't think that all of it does. Something about some systems just seems to bring out a GM's inner tendencies towards railroading and fanfic authoring.