Miri over at Guarded By the Light put together an excellent, insightful look about what it takes to run a guild -- and let me tell you from personal experience, it's a lot harder than it looks. If you take a look at Miri's post, you'll see what is just one small fraction of the everyday life of managing a guild. Miri's got the right of it, though -- running a guild is very much like running a business. And really, that's what struck a chord with me when I read it.
I am not a business leader. I am not a manager, and I am not a supervisor. At least, I'm not any of those things when I play a video game. For me, playing the game is about having fun playing the game, not time management and orchestrating events and figuring out who gets what loot drop. And there are lots and lots of people out there just like me -- people who want to play simply to play. But here's the thing -- everyone's got their own unique idea of fun.
I've been puzzled more than once at the antics of Auction House players, largely because I just don't understand what's fun about selling things on the AH. I think maybe, in the end, guild leadership is kind of the same thing. Miri's post illustrates just a little of what goes on in guild management, and Officer's Quarters talks about it every week as well. I'm guessing that as far as guild leadership is concerned, it's along the same lines as the Auction House -- either you really get it and you get the fun out of it, or you're like me, simply mystified by the process and not quite sure why anyone would call it fun.
Maybe I'm not quite a guild killer; maybe I'm just the one who wants to stay behind, make sure the building is cleared out, lock the door and turn out the lights. It's not the most pleasant of tasks, but there's something cathartic about that final /gquit. I'm not really a bad officer; I'm just not cut out for the task. But ... I think I'm still going to avoid any officer positions from here on out. Just in case.