>>96277925
Finally, the players that make GMing worth it
>Sandboxer
Many players ask to play a sandbox, but few actually know what that entails. Most likely to be a decent GM and actually understand the system, campaign and their character. They know what a ttrpgs entails, that the setting around them is something they can make change to and set real goals for themselves / their characters. These are the ones who will make complex plans and grab onto any hook they can find, any NPC is a chance to grow in power. While these can tend to be powergamers and ruleslawyers, usually talking them quells the issue. The powergamers and ruleslawyers who cannot be reasoned with cap at "Main Character" are likely poor GMs. For these you need to prep a well fleshed out world, or at the very least have conception about the setting and the elements you included to be able to improv drastic change well.
>Caller
An older DnD term that refers to the player who would wrangle the group and be the final decider on decisions. Many GM's can agree that this role still exists, though unofficially. The player that understands the work behind GMing, they have all the benefits of a Sandboxer but they understand the plight of the GM dealing with the lower tiers. They will chat with Lemmings, saying stuff like "Wasn't that crazy man?" or hyping them up whenever they do anything. They will push Wallflowers to engage when something obviously for their character shows up. They will indulge tards to a degree. They can enjoy and encourage the midwit shenanigans of the normoids and MC's, treating them as NPCs they themselves can bounce off of. If you ever get a game with more than one caller it is a true delight. For these players ironically you can prep less, they make running the game more player-centric and let the GM be what they were initially intended to be: A referee.
Following will be some examples