I'll add my own GMing style. It's no argument based on reason or logic, just an argument from evidence - this is what I do and this is the effect.
Firstly, I have said on these forums before that I treat my players like whipped dogs and that they like it. That's a mild exaggeration but it's not uncommonly the case that I sit down across from their anxious faces, grin like a desert jinn and promise them a session filled with pain and murder. And don't they relish it! I recall on one occasion saying these exact words to a player: "I will find a way to kill you."
And of course as GM, I could. Those ever-orbiting cows are ready to plunge mooing earthwards at my whim. But I still haven't managed to kill that bloody PC, despite trying. The reason being is that it's a well-built character fighting plausible opposition and using sensible tactics. I am fair and I am realistic. I also try very hard to do two things. Firstly, I aim to be consistent. If a PC mage has to worry about an awkward spirit perverting their orders, then a favourite NPC mage has to worry about the same. Secondly, it's very important to admit when you're wrong and listen to what you're told. Last session, it was pointed out to me that I'd forgotten some penalties a few gangers should be subject to. Quick thanks and apology and resume with correct modifiers. If you don't do that, then you lose trust and that's critical.
I also said on these forums once that I try to kill a PC off near the start of the campaign just so no-one tries to rely on my mercy to spare them from idiocy. That comment didn't half rile up some people here.

Do I consider my word to be law in a game session. Yes, more or less. Do I consider myself to be more important than the players. Kind of, in the sense that the game can't happen without me. Do I consider myself more entitled to say what happens in the game - to some extent. I spend hours preparing an adventure and longer putting together a framework for a campaign. That entitles me to set the tone and content of a game. Essentially, it's a deal between me and the players. I offer them a game and they approve or disapprove it. Of course I tailor it to what they want, but if I don't want a a game centred around killing dragons, then I'm not obliged to provide it.
Is everybody having fun? Yes. Aside from being slightly rusty at juggling large combats, which I think I'm now back into, I think the game I run is fun and have been thanked by my players.
Can you have fun playing a game without a GM figure? Yes, I'm sure you can. Could it also get bogged down and be dull and go nowhere? Yes, that could also happen. Can you have fun playing a game where a GM's word is law? Yes - I have first hand evidence of that. Could it go wrong and be restrictive and punitive? Yes, that could also happen.
There are many ways to play. I like the friendly bastard approach and it works for my group. Others like a different approach. That is also cool. What is wrong is to talk in absolutes. Examples: "The GM vs. Players mentality is bad." Often it is, but we have a nice little frisson in our group of "I'm gonna get you, no you ain't." Don't throw out tension from your games in your striving for neutrality. "GM in charge is bad." It depends what your GM is like. Don't remove someone's ability to keep things moving and consistent in the name of democracy.
GM is a defined role that is useful. RPGs started off as tactical wargames. The GM role was created so that players could play against a wider world, not just each other. That shouldn't be forgotten because it's a fun way to play.
My thoughts,
Khadim.