AstroArtificer
Explorer
This. Of course, this realization comes with experience, but GMs really do have a duty to understand themselves before they sit down to write a game. And ironically, like most things, letting go is what lets you have the most fun. You can't manufacture a perfect game.The first thing you have to do is be honest with yourself about what you really want in a player, and what you're willing to compromise just for an opportunity to have a game. At some point, you learn that being the GM isn't about having total control, and that letting go means enjoying ultimate control.
A lot of people give the advice of a session zero. The most important reason being that people change over the course of a campaign (especially a long one). You really can only frequently check in with your players to see where they are at.But somehow, "Session Zero" has become internet shorthand for "Problem Solved!" Take this step and everything will work itself out. It doesn't actually help you find (or shape) good players to fit your needs. Its just an informal contract filled with promises and agreements that eventually get lost, forgotten, and broken the longer the game continues. By that time, your group will have already determined its own trajectory through shared experiences, circumstances, and fate.
I really like this, since I feel the same way as well. When the game is something to share in, and not just fun, it becomes something meaningful for everybody.Personally, I have always preferred players who cared more about sharing the experience with others than the actual game. If you find those people, you can have just about any game you want.






