Note: This is going to be based around MSPA style forum games, since I have the most experience with them. I think someone more skilled with RPs and forum games could write up something, and I would happily add it. For now, just MSPA style things.
I hope someone can sticky this.
ADVENTURE GAMES: Step by step.
Some general guidelines and some things you need. Remember, this isn't the only way to do things. Elitism forms from idiots shouting at people saying that the only way that is right is their way. I am perfectly happy if your first game is the worst you are x game ever, just please don't repeat it for every game you make. There are no rules, just tips.
1: A good idea. This is essential. Remember, You Are X games are baaaaad ideas, and should only be your first game to get used to this kind of stuff. Parodies are worse. A good game would be
Fugue State, which has a good spin on amnesia style stories by having an actual medical condition that, however temporary, still creates mystery. A bad one would have to be
one of my own, Scavenger Tale, which was fun but had no direction. Plus, it was just fuel for my love of post-apocalyptic things. Also, severe railroading. Remember, drawing is optional and accepted!
2: Plan it out, keep going and have an end. Don't railroad, though. Plan everything, and have an active noggin on your shoulders. This is where You Are games fail. What do you do after the initial novelty? Short but sweet is good. Don't worry, you'll make your epic "You Are Lawerence Of Arabia!!!!!!!1111" soon. Problem Sleuth was great for this. Jailbreak, however...
3: FRAK. RANDOM. HUMOR. Proud surrealists (Me.) will despise you utterly, people will think you are an offense to idiots with your pirate ninja zombie mindfeth and only random people will like you, and trust me, you must not be liked by these kind of people. There are so many examples I cannot list them, it's like counting litter. A good example of surrealism/a post modern mindscrew is
the always favorite Don't Trust The Rainbow Snail.4: Paint the world you are making, but don't show it fully. Take the Zeno Clash route and make an unusual and unexplained world to explore. The locals must laugh at the player for asking what a blue ranged popaklam is, and have the parser mock similiarly.
5: Love your players. Love their little funny commands, their way of writing, their avatars, their beautiful font that everyone uses but it suits them so well... Love them, because they will follow your journey into a world of adventure, fear and strangeness. Be their guide, like the guide who led the explorer up Everest, and their guiding hand. Ignore the stupid commands, they mean nothing. Remember, stupid is asking to kill the adamantium golem with your fists. It's not dwarfy. That is suicide. Dwarfy is to improvise a weapon using only a sock, a pick and a bucket of magma.
6: Stick to your rules. Nothing is more annoying then constantly changing rules. Again, Scacvenger Tale was guilty of this.
7: Have a nice epilogue. We all love that.
Critize, add and whatever. Just tell me what to do.