Our current game is about to crash and burn due to player shenanigans. You know the behavior; spotlight hogging, 'why would my character be part of this party?', inattentive play, 'I wanna play eevil', session 7 'which die do I roll for my greataxe?', arguments over whether to travel north-west or west-north.
Thing is, they all recognized the mistakes and are making amends - but too late. A key player, my daughter, is burnt out: 'This is not the heroic adventure you described to me.'
When I have to pull the plug there's going to be a lot of disappointment. It didn't have to be this way.
This is the reason I stress to everyone joining the game that I want heroes, not murder hobos from the very beginning. It's one of the first things I mention on my invite or game opening post.
So even though it may not work, I'd suggest just having an honest chat with everyone in the group. Describe what kind of game you want, what kind of players. Be explicit that playing. The first bullet point in my "house rules" that I include is:
No Evil characters, including CN characters that are really evil sociopaths. While I don't care too much about alignment, I want to run a game with heroes, not gangsters.
My second bullet point is:Don't play a jerk, a loner who doesn't get along with anyone or a PC that demands that everyone adhere to their moral code. This is a team game, let's work together to come up with a team that makes sense.
So that kind of sets the tone right off the bat, it's something I tell everyone before they join my game. I've always been able to find players that can abide by this. So talk to the group. See if they can figure out a way to play the kind of game everyone can enjoy. If there's a debate on which way to go, come up with a set of rules to resolve it either by vote or the roll of the dice. I even set up anonymous ranked polling if people are having a hard time deciding because I try to make big decision points occur at the end of a session. Doing that lets me get ready for next game, while still giving the group freedom.
Maybe the group just needs to elect a leader to make some decisions? Last, but not least, there are some players that you have to cater to when it comes to style (I do my best to avoid in-game favoritism). I'm going to run a style of game that my wife enjoys because I know she's going to show up at the table and, frankly, her enjoyment of the game is more important than that of the other players.
Sit everyone down. Talk through the issues and explain that it's just not working. It may be too late but I find that open and honest conversation about things like this is the best, even if it can be a bit painful at times. Good luck.