I love the theory of crafting good role-playing games, but the stories that come out of a good RPG campaign are even greater. ChattyDM has a bit to say about both in a recent posting.
Still, when he grasped his sword, a foul looking evil piece of death-dealing, he realized that he was reconnecting with a lost part of his soul.
I really enjoyed reading about the adventure his players had gone through. I got quite a thrill reading about it.
Even better, practically speaking, is how he dissects the session afterwards. I think the one that I most need to keep in the back of my mind is this ::
Never isolate a player, even if the story calls for it. Give them atrocious choices, screw around with their background and belief, but don’t make them the enemy of the rest of your world just because ‘the story logically needs to go there.