Is "finding the right players" a solvable problem, or just luck?

Solvable problem all the way, though the solving process might be a little bumpy.

First off, run games only for people you already know from somewhere else - work, school, the gym, ENWorld, wherever - rather than total strangers.

Second off, run in-person only. It's impossible for anyone to "read the room" over a VTT, even more so if you're not using actual video feeds (which hog bandwidth).

Third off, run only for people who are actually interested in playing. If Joe from work is keen, that's great; but if he insists on bringing his spouse who doesn't know D&D from M&Ms and isn't interested in learning, big red flag. Keep him, punt her.

Fourth off, expect there to be some arguments and in-game shenanigans while the players get used to each other. You'll have some player turnover in the early going, so be it - let it ride. This is the bumpy bit. Eventually you'll shake down to a more cohesive and stable group.

Fifth off, even if your table is full, always keep the next replacement player in mind and never truly stop recruiting. Better to have a "waiting list" than to run out of players.
I'll go a step further: The players you have XX months/years later aren't the same players you have at session 0.

Because people change. What people want out of a game changes. What people want out of their free time changes. Life changes.
In effect, player turnover without the actual people changing. Very good point.

Flip side is that you-as-GM will slowly change as well. You might go in wanting a deep-drama serious game and a year later real life's provided enough drama of its own and you're yearning for some gonzo silliness, but don't want to change campaigns as the current one is otherwise rocking hard.
 

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