I've written before about the difficulties some games have got into with GMs disappearing in mid-stream. A lot of this is to do with new GMs not realising the work involved, and the commitment demanded, in being a GM. If you haven't been through it, it can be very difficult to appreciate how long Forum Games can last, and how much effort is required to make them run smoothly.
So we're introducing some basic qualifications for new GMs (when I say "We", this has been fully discussed by the four most experienced GMs around at present - myself, asudevil, BigBert and Morg, as well as all the Global Moderators, although if there are any complaints it's me who carries the can!)
The first thing is that a GM needs to understand the game of Diplomacy itself. This sounds obvious, but in the past we've had new GMs who didn't really understand the rules, and some who had hardly ever played a game anywhere. So a good knowledge of the rules, and some experience of playing the game, are vital (the experience might be gained on this site, or just playing at home with friends, or anything in between.) That's pretty basic!
But also, GMs need to be aware of the demands and mechanics of running a game here. That involves experience of the mechanics of posting on the Forum and of Private Messages; how to create and manipulate the maps which are needed; and the kind of procedures ("House Rules") which PlayDip GMs need to use. Finally, enough experience of playing Forum Games is needed to ensure that the new GM is really able to commit the time which is needed - both week by week, but also month after month; Forum Games can last six months, occasionally over a year. If you bail out half-way through, you won't be popular (big time!) The next topic, "Becoming a GM", will outline what's involved.