Yeah, Shadow War: Times End was a completely different game than had been intended by the time it ended, so there were very very few of us left from the beginning who saw it through to the end (it might have been just me and Mitthy). All the other factions aside from the one of the Jedi groups had left the game, and even after I took over as the Guardians of Light co-GM I made the mistake of trying to keep it to it's original intent at first, which left the game listless and lurching from scene to scene with no real plan in mind except wait for the other factions to return. There were times we would go months without an update or response because there just seemed to be no point in keeping the game going. Fortunately the members of the Guardians of Light fanclub kept insisting that we move forward (even after those months long breaks) and after consulting with the original GM (Sinre) I went ahead with a more tightly wound plot for the remaining faction to bring the game to a close. Even then we had issues as some core players ended up...leaving the forums (right as their characters were going to have major impactful moments in the game too!), so I had to work around that and bring in a few new faces, but in the end it worked out fairly well and I think that game got a decent conclusion to it. As a GM I've been on the other side of things too. The Mandalorian game I was running, Those Who No Longer Exist, had a very tightly wound plot, I knew exactly where we were going, but we suffered through some issues. Some were my fault as the GM, others were out of my control. Sadly the introductory phase to the game was fairly weak on my part, and the game suffered because of it. We also lost nearly half the players who simply dropped not only out of the game, but off the forum for awhile (some still haven't come back). We tried to keep it going with what we had left, but there just weren't enough players to keep it interesting and we all ...well lost interest. The two games I am running now, Legacy of the Guardians and Black Sheep Squadron, both have their origins in EUC fanclubs, so there was a core group of folks who already knew each other and myself before we started playing. That helps in any game, but you need to be willing to add new folks (and we added in a bunch for Black Sheep ) as the game goes on because inevitably there is falloff and when there is you run out of players and without players there is no game. So neither game requires membership (or even knowledge of) those fanclubs, though they are great places to meet folks. I know the New Sith Trials games also use the EUC Sith Fanclub as a base as well, and those games kind of pave the way as a successful franchise right now. Still even with the built in advantage of folks knowing one another (and the GM) the two games I'm running are different in that I have a specific endgame in store for Black Sheep (it's a long ways off folks, don't worry) while Legacy is set up more as an ongoing sandbox game for folks from the fanclub to roleplay their own Jedi characters, even though there is an overarching plot that everyone is working within. Still, it's led to some issues as I got way too ambitious early on and "split the party" into far too many different groups right off the bat which has led to "slow times" for some players. I'm still trying to recover from that mistake, but at least I've (hopefully) learned my lesson there. And if the folks there ever grow tired of the "legacy and beyond era", I've got a prequel game set in the post OT time period for them that connects with what they've been doing in the current game. All in all, I'd agree that any successful game is a collaborative effort between players and GM. I think a big component for any GM is to have a plan and the time to execute that plan, but remain flexible because nothing ever goes according to "the plan". Most importantly though, just create an atmosphere for the players to have fun because if folks aren't having fun, they aren't going to want to play. Players should stay active and engaged, I know as a GM I love feedback from players. I want to know what makes the game more fun for them, what they aren't liking. Goals for their character or even pratfalls for them to succumb to. In the end, it's all online pretendy futime games ( as another excellent GM has told me) so for everyone, players and GM alike, make it a fun process and the game will be better for it.