Of course, in those days, being a GM took a lot of work. Orders had to be collated and the turn run through the relavent manager, webpages had to be created and uploaded and turns mailed out to each player. Ok, it wasn't a huge amount of work, but people did manage to mess it up, much to the annoyance of players.
Now that the Lobby can run standard (and very soon advanced) games automatically, most of the work is taken off the GM. At least until it goes wrong, which only seems to happen to Hannibal!

So my question is what critera should be imposed on new GMs? I'm interested in feedback from current GMs - who might point out difficulties in the Lobby that I don't see - but also you "normal" players - are there some things about a GM/player that would make you avoid games they ran?
This isn't an invitation to a mudslinging match. No "XX Was/Is/Would be terrible because..." just what qualities a person should show to get their GM's driving license.
Chris.