I want to play in a Dok game now
Thing is, it isn't brain surgery. Everyone is there to have FUN, to escape for a while into a place where you can solve your problems by smashing them flat or burninating them, whatever.
When it becomes "come worship my campaign, miserable peons" or "Let me make this as miserable as the real world", why bother?
So you leave your ego at the door (to a degree, you don't want to not give a shit about what you deliver), and you sit down, and you arrange some FUN for your players. Every group is different, so that DOESN'T mean "give them everything they want", but it DOES mean "give them the sort of adventure they want". My groups tend to want heroic combat, Indiana Jones Ginormous rolling boulder traps, etc. Other groups like intrigue, I understand.
But the point is, no matter what the group is after, it's the DM's job to provide that for 3-6 hours a week, and also to have fun doing it.
Oooooh lordy THIS. It's something I worry about doing myself as a DM, mostly the former mistake, because I get very caught up in imaginary settings, but I haven't really inflicted that pain on any players because I've DM'd so few sessions.
I always try to think about what a rule, especially a combat rule, will actually result in the real-life players DOING. As in, are they engaged in using their game skills and real-life thinking to overcome a challenge, or are they grinding away with yet another "realistic" simulationist rule thrown on top? The answer will vary somewhat depending on the player preferences, but it shouldn't be too hard to figure out.
I also recently came to an epiphany about "story-focused" campaigns. Most of the time they are horsecock, because they focus on the story that the DM is babbling their players, resulting in NPC Theater and bored player (unless the DM is a phenomenal storyteller, which is possible but rare, I think).
What "story-focused" should mean is a focus on the story the PLAYERS will be able to tell after the game is done. What's the story that THEY will be able to tell in the first-person active voice?