Experience: I must have started roleplaying somewhere around 2002. I was about as terrible as you would expect a tween to be at roleplay. Fortunately I was with people who boasted infinite patience and learned the ropes quickly.
I didn't venture into SPPf until at least a year after that. I did some roleplay here, then left. Recently I've returned with this account for some more fun. I've been in tons of games (most of them crashed and burned), and while I may not have seen RPG's through to the end most of the time, I did accumulate a fair bit of experience.
Favorite RPG's: What piques my interest can vary greatly. I am highly unlikely to join a Pokémon RPG, even though it may be a very good one, simply out of saturation.
Characters: I try to do things that aren't very common and give my characters depth. I enjoy toying with archetypes from popular culture and either twisting them around or playing them unexpectedly straight, if it's a less serious RPG. I could say that all of my characters have at least something from me, but that is probably true for everyone.
Strong Areas: Description, plot management, GMing in general. I enjoy it.
Weak Areas: Large groups quickly spiral out of my hands. I tend to be rigid with how I want an RPG to progress and as such having to deal with the decisions and actions of a dozen different players rapidly gives me a headache. Also, I have abandoned by own projects several times in the past due to a combination of lack of interest and less free time, which is a nasty habit that I am actively working against these days.
Hints & Tips:
Be original. Naruto Ninja School: New Generation, Kingdom Hearts: Alternate Continuity Hijinks, BLEACH: Zanpakuto for Everyone, and Pokémon trainer RPGs have been done to death and then some. If you're gonna use these properties, at least put a spin on it. But personality I love nothing more than a great RPG that's been built from the ground up, or one that brings back an old or forgotten franchise (so long as it's good).
Be nice to newbies. I'd venture to say that nine out of every ten great RPers were once terrible newbies, and became good through persistence. Acting like a douche turns people away from RPing, which is a bad thing because there aren't that many of us already. If you're going to turn someone down, point out why, be thorough, so that they can learn.
Have everything planned before you even set up the sign-up thread. Yes, that means the entire plot, including how it will end and what will happen along the way. This is a foreign concept to many GMs, but the truth is that if you expect to come up with the plot as you go, you'll probably find yourself overstressed and abandon the RPG or you'll dig yourself into a plothole and your players will lose interest. Or both. Even if the RPG is a more free-form affair, you should know what kind of situations your players may run into and how they'll play out.
People don't always realize it, but being a GM is a lot of work. Not just in coming up with the RPG and writing it out, but handling sign-ups, managing the discussion thread, making sure everyone is still active, moving the plot along while trying to give your players freedom, posting frequently... You will need free time. If you're two weeks away from final exams, do not start a RPG, unless you plan on failing said exams. If you have, for example, summer vacation ahead of you, then that's the perfect time to start a game. In any case, make sure that you'll have ample free time in the beginning, where you'll have to do all the setting-up. Later on you'll be able to manage with less time.
And consider co-GMing with a close friend! It's a great way to take some of the pressure of GMing off and, if you're ever swamped with work/school and can't keep up with the RPG, your friend can temporarily take over, and vice-versa. It makes for a great safety net.
Look at the other characters before making yours! An RPG full of dark, brooding wallflowers is going to go nowhere because everyone will act standoffish and antisocial and avoid everyone else. RPGs need divas, go-getters, douchebags, firestarters, and so on. Make sure that your character's personality complements the cast.
Everyone is tired of a.) Brave fifteen-year old sword-wielding boys, b.) Pure, innocent, naďve fifteen-year old mage girls and c.) Evil brooding despotic teenagers.
If the RPG is combat-oriented, think of original and inventive battle styles/weaponry/powers! There's nothing more fun than using a character that is completely and utterly you in battle.
Don't try to steal the spotlight. Let the other players and characters work out their own problems.
Current Projects: N/A
Future Projects: Mariya and I are planning something. Head to the RPG Ideas & Wishes thread for details.