"Birthday's are good. Statistics show that the more you have, the longer you'll live"
"If you always do what you always did, you'll always get what you always got"
"You gonna eat that?"
"Was it a dream where you see yourself standing in sort of sun-god robes on a pyramid with a thousand naked women screaming and throwing little pickles at you?"
"We live in a world that has rules, and those rules have to be guarded by men with dice. Who's gonna do it? You? I have a greater responsibility than you could possibly fathom. You weep for Magical Knack, and you curse the society. You have that luxury. You have the luxury of not knowing what I know. That Magical Knack's banning, while tragic, probably saved characters. And my existence, while grotesque and incomprehensible to you, saves characters. You don't want the truth because deep down in places you don't talk about at parties, you want me in this role, you need me in this role. We use words like explore, report, cooperate. We use these words as the backbone of a life spent defending something. You use them as a punchline. I have neither the time nor the inclination to explain myself to a man who rises and sleeps under the blanket of the very rules that I provide, and then questions the manner in which I provide them. I would rather you just said thank you, and went on your way. Otherwise, I suggest you pick up some dice, and play. Either way, I don't give a damn what you think you are entitled to."
What is a GM?:
A GM (any GM) has to be 1/3 rules, 1/3 role-play, 1/3 campaign and 100% reliable.
The first three parts are easy to teach. The "other stuff" is not. I'll take anyone who has the "other stuff" any day and give them twice as many chances to learn as someone who doesn't.