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Advice for GM perks in a Living FATE Core game?

I've been rolling around ideas in my head on how to attract potential GMs into the game that I'm setting up.  I have some ideas, but I'd like to hear what other people may have to say about the best way to approach this.
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Pierre S.
Pro
Translator
Attracting GMs ?  The Looking for Group notices are almost always a GM looking for players.  It's harder for a group of players to ask for a GM.  Though the style is to say games are participatory and equal now, in truth a GM has to have a harder look at the books and kick off some game plots. Those who are most eager for the game setting generally end up learning it and doing it.  My first RPG, which was kind enough to reveal all the secrets of adventure design and running a game, made me a burning eager apostle for that game.
Judging from that answer, I'm guessing that you're not familiar with living campaigns.  This isn't a "group looking for GM."  It's "Head GM looking for more GMs."  Living campaigns are sort of the MMO of tabletop, with large groups of players operating in a single game world.  West Marches is one variant of this.  There are also living events at conventions, with players taking their characters from game to game, which I believe Pathfinder Society is one version of.  I see posts for these styles of games in the forums all of the time. The problem that many such games face, though, is getting enough GMs to keep track of the abundance of players.  Therefore, the most successful living games that I've been in offered some kind of perks for GMs.  One game that was very successful used a point system.  GMs earned points for running adventures/quests, or for performing NPC functions (my PC ran the magic shop) or modding duties.  These points could then be spent on their characters, adding things like feats, starting new characters at a higher level, or stat bumps.  This was a 3.X game, though, and not relevant to FATE.  I was hoping that someone had suggestions for a way to handle this in a FATE living campaign.
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Define the world/setting your living campaign is taking place in? As well as offer a bit more clarity in what is expected of your GMs and what goals your GMs should be accomplishing with the players at your tables.  This is vital especially for a living campaign. Because while the world is meant to be expanded upon and tell many different tales. It does no good just dropping people in an area and having them run amok like chickens with their heads cut off. So, in order for a GM to take interest. They have to have understanding of the world you are trying to construct. As well as seeming you've set this up in a hierarchy (which is wise for a living campaign) They also need a solid idea of what your expectations for them are, how you plan to co-ordinate sessions and link together story lines, and your so to speak 'dos and do nots of your table'  That would be a sound first suggestion. From there you can start plotting incentives.  If you have got past that point.  Try to think in regards to how you would appreciate your efforts being rewarded. Though also try to think of where lines need drawn. You want something where it is clear your GMs are being awarded and is a sign of appreciation. Without crossing a point your players are feeling shafted. As such you'll need to place your reward system in a light. Where players understand the reasoning for the perks, and can make inquiries about it. You might even find some of your players stepping up to GM.  Not sure if this offers any clarity.. Though I hope it does help. 
The game is set in a canon world (a pair of canon worlds, actually) from an anime.  I already have major enemies in mind for the game, so GMs will need to do the numbers for an encounter, rather than come up with as much of the who/why.  My main expectation is to relieve me of some workload (assisting with some downtime GMing, as well as covering sessions during timeframes that I can't run).  It also makes things more flexible, as we could potentially have games running at the same time in each world.  Again, encounters will be more straightforward (no roaming monsters in this game) but the GMs will be able to establish motives/goals for minor groups.  Of course, more GMs also means that the GMs will be able to play some of the time, instead of just focusing on running things. I've set up a possible version of GM perks which includes being slightly stronger at start, and allowing them to claim important canon characters for their PC.  For ingame perks, the GMs get milestones at a rate based on how many sessions they've run.  (Currently, that's a significant milestone for every even-numbered session, and a major milestone after every sixth session ran.)  I'm not sure how balanced this is, yet, but it's a work in progress.