A GM who knows one system well has an edge over someone constantly jumping between systems: learn the rules well enough to shape the story, then let them fall away.
rpgaday
Pride in running a good game means staying flexible, saying no when needed, correcting mistakes, and improving one thing at a time.
Labour covers both downtime work and hirelings, from small between-adventure earnings to paid help kept honest by morale rolls.
The god of doors from 3x5 Arcana offers a model for using divine devotion to reward curiosity and shape play at the table.
Food rules matter when they create inventory pressure: rations set a limit on rest, free up slots when spent, and make finding food meaningful.
I once feared missing out on every RPG, but now I'd regret spending all my time evaluating games instead of actually playing one.
Familiarity lets rules recede into the background. For me, Shadowdark and OSE hit the sweet spot, though I still make room for heavier systems.
Travel rules start engaging, then become routine; I'm looking for ways to keep long distances interesting at the table.
I love XP for gold, but I'm still unsure what a well-funded B/X or OSE party should do with all of that fortune before domain play begins.
With so many games and adventures available, consider whether perseverance is the only reason to continue something that is not working.