First point, I don't have a good name for. But might fit the "big model" or GNS...
* Creating a story together.
* Having the focus on the character, and how the character interact with the world.
* Focus on overcoming a challenge or competing.
The first two, yes. Not so much the third. For me, the best part is the collaborative storytelling. The challenges are there to be overcome, and there will definitely be challenges, but it's more fun for me to overcome them to get to the next bit of the story.
Point of view:
* Using the first person view and talk as the character, and referring to the character as I.
* Using a third person reference to the character.
Bit of a mix of both. I can't say there's any science behind which I do - just what seems appropriate in the moment. Although I have to admit, I sometimes use the "The <insert NPC name here> agrees with you and points you to the local inn" type comments to "hurry things along"...usually when players are obsessing over some trivial detail.
The character structure:
* The character is a fairly blank slate, personality and background-wise, at the start of the game and is developed from there.
* The character have a quite extensive background and detailed personality, to have a momentum into the story.
* The background and personality is irrelevant (for example, if the focus is on player skilled problem solving).
Mix of the first two - hate the last. We tend to create a "skeleton" of the background together (I almost exclusively GM these days), and then fill it in as we go. If I'm using a canned adventure, I always add character arcs into the story, often replacing NPCs and scenarios with something specific to one character or another.
The adventure structure:
* Preplanned event structure
** Linear
** Multi-path linear
Yes, but flexible. If the characters head in direction X when I was planning for Y, I can easily reshuffle things on the fly so that they get all the information/encounters/whatever they need to complete the adventure.
* Sandbox
** Passive sandbox where the world reacts on the characters.
** Active sandbox, where there are multiple active NPC's trying to achieve conflicting agendas (referred to as Fish Tanks in Sweden).
* Theme parks (multiple smaller adventures that are linear, but the player can pick the ride they want in a sandboxy fashion).
Sandboxes work for me sometimes, usually in a post-apocalyptic type setting (such as Twilight: 2013), but most of the time, I like to have an idea of a story to hand onto the adventure.
GM/player "powers":
* The player controls their characters and the GM controls everything else
* There are rules for how the players can influence the world out of character, usually as long it is not yet set in the scene.
* GM-less
Definitely the first. I'm a bit of a control freak regarding the world - PCs' actions definitely have consequences, but I like to decide on what those consequences are.
Rule strictness and structure:
* Ruleless, or very light rules that are not strict.
* Quite rule light systems that are easily (or even required) adopted and improvised.
* Rules? You mean that bunch of suggestions? Even if there is a thick rule book and dices, the importance of the flow of the game and the story outweights both of them.
* Few rules. But dices lands where they land.
* Rule heavy with the intention to simulate the setting.
* Rules heavy with the intention of balance, structure and fairness.
This is probably where I'm the most scatterbrained!
My games definitely use the rules, and I have no problem with rules-heavy systems, but I also happily ditch rules or make them up on the spot if it pushes the story forward.
What we're currently playing and what I like to play might help to clarify the sort of GM I am, I guess.
We're currently playing two Pathfinder campaigns - one is an adventure path ("Carrion Crown"), the other is a sort of sand-boxy adventure with an over-arcing storyline ("Conquest of Bloodsworn Vale"). At present, we're only playing Pathfinder because getting the group together is tough and with "canned" adventures we can play pretty much at the drop of a hat.
I've frequently played: D&D in all its incarnations (tried 4E, hated it, never went back to it), right from the old 1st Edition AD&D up to 3.5. Haven't played it since Pathfinder, though.
Some of my favourites that I've played a lot of: Star Wars (SAGA, d20 and d6), 2300AD, Traveller: TNE, Star Trek (CODA and ICON), Twilight: 2013
Some I love but get to play either rarely or virtually never: Lord of the Rings (CODA), Buffy
Hope that helps!
When you are dead, you don't know that you are dead. It is difficult only for others.
It's the same when you are stupid...