>start out with a system that isn't that complex but has a few really counter-intuitive rules
>invite like 7-8 players, with 3 or so of them being new to RPGs
>subtly make new players feel stupid for not understanding all the rules right away
>railroad just enough that players get frustrated, but not quite enough that they start calling you out (and if you HEAR one of them say the word "railroad," immediately stop for that one session)
>give players one magic item of a type that will be good for two characters, or that benefits one character mechanically but fits another player's character fluff-wise
>create scenes that allude to real moral quandaries or IRL political hot-button topics and never step in if players start arguing
>after a month, pick the players who are THE most into the story, and send them a very carefully worded email explaining that you're really sorry but you can only keep 4 because it's just getting overwhelming to run for 7
>make sure one player who goes and one player who stays have something in common (both women, both black, etc.)
>say to the one who stays, "whatever (one you're talking to's name) was annoying anyway"
>then catch yourself, act really sorry and say "oh my god I'm so sorry, I meant the other one!"
>then wait a second, get even more horrified, and say, "(other person's name)! I meant (other person's name)!"
>be as passive aggressive as possible at all times
>whenever the shyest player tries to contribute, stare blankly at them for ten seconds, act like you're holding in a sigh, then give a half-ass description of what happens
>add unnecessary, badly-worded house rules, and forget them whenever it's most important
>don't write them down anywhere, and make sure there are enough that if anyone calls you on them, odds are nobody's going to be sure if they were right
>otherwise run a game with a really good setting, interesting NPCs, a compelling hook, etc., so they can't place their complaints and are likely to stay
r8 pls