Val said: GMs often put in as much prep time as hours played. But starting a new campaign requires a bunch of upfront work that you aren't considering. ~ GMing a pre-written module can often mean reading the entire thing before starting game sessions. So, hundreds of pages of material, plus notes and outside research. Developing your own full world and campaign isn't exactly less intensive. ~ Prepping that campaign in Roll20 can take more time. Setting up character sheets for enemies and NPCs, scaling and lighting for maps, etc etc. ~ If you are intimidated by seeing 70+ people apply for a campaign, consider reading through those applications, setting up interviews, seeing who's really serious and available..... It can be frustrating for everyone. My boyfriend and I both GM - but it's all but *impossible* for us to play in a campaign together. Besides the issues that you bring up, a lot of the campaigns I do get into break up after a handful of sessions. We've reluctantly come to terms with the idea that if one of us wants to play something the other has to GM it. Or it just doesn't work out. Sad. I highlighted your second point. That's what I & my co-GM (who is my GM on another night in a related game) have run into. For all our efforts of going digital, after being PnP GMs for so long, there is a learning curve. Luckily, we've been fortunate with both RL & online players who understand Macros & digital-GMing tricks and have been sharing. But sometimes it seems like things go more slowly by going digital.