QUOTE (Wiseman @ Aug 3 2011, 01:20 PM)
I follow you, and honestly some of it is just trial and error. Everyone GM's a little different. Some are really good with the intrigue and politics, some know all the history or all the corporate connections, others are great at describing NPC's or highlighting the depth of their character/motivations, some are just better at balancing the game mechanics at the table or tweaking encounters on the fly. Focus on the area you want and keep improving.
That is by far the truest statement ever stated about being a GM. I'll give you 4 GM's that I've worked with in real-life that each have their own style-
GM 1 is a big fan of canon "fluff" (novels and the like) and while dangerously knowledgable about the rules, he only uses it so that he can monitor his characters capabilities. He plays villains as lethally logical and intelligent as fits context, making battles against his foes intensely tactical affairs. He also is not afraid to say "screw the rules" when deciding an effect. NPC's all tend to act rationally and composed, despite stressful in-game situations.
GM 2 is someone that is relatively new to GM'ing, and true role-playing games in general. He thinks of entire campaigns as "levels" concluded with boss fights. The rules are very abstract, and NPC's often do not fit any real rules template. Everything has a "Deus Ex Machina" feel to it, where characters never really have a lot of influence unless combat is going on, and even that is sketchy. But for integrating new players to a rpg, it is a start.
GM 3 is a improviser, through and through. When asked to come up with a run, she had one ready in less than an hour. Her rules knowledge is strong in most areas that are commonly used, and she can usually use logic to deduce the rules she can't perfectly recall. Encounter scaling is still a chore, due to infamiliarity with the high lethality of the game. Politics, motivations, and different personalities are all humanly fleshed out and visible, while not requiring us to listen to an autobiography.
GM 4 knows a political structure of the game, social and otherwise. His knowledge of the rules is solid, and his ability to adapt to what the players what is strong. NPC's are all distinct, and the GM's ability to control his accents and voice styles is amazing. Despite these abilities, the GM is subtly biased when it comes to a style of play, as he is a public GM and some of his players decidedly play a "Pink Mohawk" style while he prefers mirror shades. Tends to drive him crazy.
Each GM there is unique, and all of them have their strengths. With the exception of GM 2, I love playing with each of them. If i was just getting into PnP rpgs, then I might have a stronger appreciation for GM 2's "video game" approach, but in time he will learn.
Learn what works for you, and what works for your players. There is going to be a way to balance them, it just requires observation and communication.