>>96761413 (OP)
>player
Pay attention
Know the mechanics of your character
Accept failure
Enjoy sharing the spotlight
Leave rules debates for after the session
Communicate clearly
>GM
Read books to learn to describe the scene
Learn the rules, be open to ask your players for help
Learn to improvise
Remember your players cannot read your mind
Handle expectations
Pay attention to what the group actually wants from the adventure
Don't fall in love with your ideas, be open to change, learn to let it go
Set boundaries
>Character
It should have goals compatible with the game
You should be able to create motivations to keep them in the adventure
Should be fun for you to play, for the group to engage with and for the GM to interact with
Is good to form bonds with other character before or during the session
Make it clear and distinctive. And yes. Bob the Fighter is clear and distinctive albeit a little overused, try to give them some unique flavor so the other players can remember who you are clearly
Unpronounceable names are no fun, if you have one prepare to have a nickname
Your character is not you, let him fail, let him lose and make mistakes, sometimes that is the fun option