The first and most important thing for you to know before you move past this page is that a GM's job is to entertain his assigned crew. Contrary to a very popular belief, being the GM doesn't make you a puppet master nor a god. The crew isn't there to do your bidding; you're there to show the crew a good time. The GM is not there to run the ship, or to hound players for going AWOL; we have Captains and First Officers for that.
"Regardless of skill, a GM needs to have a good rapport with the crew. Whether it’s as an evil mastermind, a benevolent leader, a weenie, he has to be on very good terms with them." (Unknown GM)
Think of the GM as a cruise director, his job is to make sure all the passengers are happy and have things to do. He gives them a choice of activities from which to choose so they're not bored, even if it means everyone is doing something a little bit different. He also makes sure no one throws the deck chairs around. Just one passenger flinging a chaise lounge is liable to ruin the cruise for the others.
"Be honest with the crew. If you make a mistake, admit it. Don't be afraid to be human. If a player posts something that you don't understand (a bit of physics you don't grasp or a hunk of engineering with which you're unfamiliar) ask the player to explain. Not only will you get the information you're lacking, you'll make the player feel good for being so creative." (Unknown GM)
Being a GM requires juggling ego, talent and humility within a ring of common sense. You have to be tolerant without being a pushover; strong without being overbearing; flexible without being unfocused; and most of all, able to put the needs/wants of the crew above your own personal desires.
"Ask questions if you're stuck. If there's a particular piece of technobabble that someone brings up in a sim that confounds you, then ask for advice from someone else; the GM Monitor (if applicable), the CO, someone from the Engineering Department." (Unknown GM)
A GM also needs to accept that when they agree to GM a ship they are taking on a commitment to that crew and CO. He has a responsibility to post often, read all posts and work with the Command Staff to keep the ship a happy place. That means not accepting a GM spot when you know that you are going to have to go LOA for a long term within the next few weeks. Organising with the CO as to how things will continue if you do have to go LOA and setting in place some sort of contingency plan should an emergency arise and you cannot post. We have all been grabbed by the real life monsters at times, be it illness or computer breakdown. There are ways to cope with this.
Likewise, look at the posting speed on a ship. While the posting requirements may say every three to four days, as GM you will probably need to post more often. Be prepared to post as frequently as required to keep the story moving.
Finally a GM needs to be professional. Really that is the crux of everything that has been said above but there is one very good example of this. One of the old GM commandments was "Thou shalt not antagonise thine enemies"; this still stands. It’s bound to happen; you are the GM on a ship with someone you don’t like, being a GM does not give you the authority to make that player’s life hell. Sure it would be great fun to lock up your sworn nemesis with a love struck moose. Yes, assimilation may do wonders for another foe’s personality. The temptation - even the justification - can be strong; do NOT give in to it, doing so only serves to shorten your GM career.
While we are on the topic of professionalism, the chain of command needs to be discussed. In a perfect world everyone would get along, each day would be filled with sunshine and your work would be applauded by the newest ensign all the way to the most venerated admiral. Unfortunately life isn't like that, STF is no different, chances are pretty good that you’re going to have a problem with one of your GM assignments. Maybe a player keeps writing counteractive posts. Maybe the Captain isn't holding up his end. There may be a personality clash. Whatever the problem, always remember to follow the chain of command, start with the CO. If the problem can't be rectified or the CO is the problem then go to the Fleet Commander. If you still can't get resolution you can approach the GM Director for input. The final step after trying all these avenues is to talk to the President, it's doubtful you'll ever get this far. Ensuring you have a good rapport with the CO should prevent ever needing this advice. Communicate with the CO regularly, ask their advice, they know the crew better than you do. Talk to the players themselves, after all this is a game and we are all supposed to be having fun. You wouldn't run to the School Principal every time someone upset you, don't do it here.
So if you still want to be a GM after reading this, then here is your first assignment, you'll need to hand these homeworks in with the final exam.
Homework - 101: What would your contingency plan be? How important do you feel it is to be in contact with the CO and XO?