I only ask because, well, I'm awful at doing accents. Plus, I'm a lady with a pretty high-pitched voice, so it sounds really ridiculous when I try to do a deep voice and destroys the mood. Is it enough that I'm willing to do monster voices for the kobolds and xorns and so on? I do vary the NPCs' speech patterns, so that the ambitious wizard apprentice and the terse, focused scholar are distinguishable, but I can't for the life of me give the southern barbarians a psuedo-Russian accent, or make all halflings faux-British.
2.) Do GMs end up running the game they wish they could play in?
My friend "Dave" mentioned that he wanted to start up a campaign in the winter, and my boyfriend and I brainstormed what we'd like to play over dinner. But... the more I thought about it, the more I realized I didn't particularly want anything out of Dave's game; I would be showing up more to hang out with everyone rather than because I felt invested in dungeon looting, or being a Jedi, or what-have-you. After being in several unsatisfying games in the past year I ended up just running the game of exploration/intrigue/mad science that I wanted, and have been perfectly happy since then.
3.)Relatedly, once you learn how to run a fun game on your own, is there a way to get that spark of excitement back for other people's games?
It's hard for me to think up PCs now, because I'm used to twisting those characters into NPCs. I'm not sure I could stick with a character concept for months on end, but I know it would play havoc constantly switching out characters. When I do try to make PCs, they either feel too flat or overly complex. Plus, I suspect based upon Dave's interests that unless I'm very upfront about what I'd like to play and why, he'll end up with a game I won't have fun in. I don't want to force him into running something he doesn't like very much (even if I would like it better) but I also don't want to just dial it in every week.
It's all very mind-boggling.