Character Design
GMs really like to receive rich background material from the characters. Most of the GMs present said that they let the character submissions write the game.
Vague goals allow players to role-play without forcing actions, while excessive attention to specific goals can force the players to set aside role-playing in favor of "winning". One example: Don’t have a goal of "get a million dollars from the bank", instead have a goal of "get rich" and create an environment where there are multiple means to achieve this.
In addition to the standard Plot Intensity rating which most GMs ask players to decide on, many people liked a Goal versus Personality rating. It’s possible to be high plot involvement while concentrating on "role-playing" over "goal achievement".
Nobody likes pretending to not know something which they actually do know. Avoid this where possible. If a character isn’t supposed to have a piece of information, keep it from the player.
Logistics
Food can make or break a game. Most games are in the evening, and players haven’t had a chance to have a full meal beforehand. Feed them. Cheap or insufficient food is enough to destroy a game; a hungry player is not a happy player.
Most people agreed: alcohol doesn’t hurt.
Build the game around the setting, rather than trying to force a specific setting to work in ways it really can’t.
Provide some simple means for players to recognize each other if their characters know each other. Everyone hates name badges. Get this info to the players in advance, introduce everyone before the game, or build in an "introductory event" to the beginning of the game.
Notes taken by Scott Martin.