I wanted to make a conclusion post here (despite the fact that I'm obviously not qualified to) and I'm running the risk of sounding condescending. But I've been in the Gmod scene on and off for 10 years and I think this is an important subject that deserves to be explored.
Causes of stress
"I don't think gmod rp causes stress so much as it elevates or adds onto things going on IRL with you at the time." I can attest to there being a link between how stressed you can feel outside the scene and stress within it. I don't know if this applies to everyone, but years ago it's something that crept up on me without realising.
A general culture of bitterness in the wider scene makes it a somewhat uncomfortable environment that can slowly eat away at you. With 10,000 hours in CS:GO; people might think that I love it, but really I'm sick of the rampant cheating and hostility that gets in the way of teamwork and rewarding sportsmanship. These days I tend to just do trading, but even then I stick to the market because I'm sick of traders that just see other people as nothing more than potential profit, and as soon as (if not before) they don't think they can get anything from you they might treat you rudely. Communities are a place I can get away from that bitterness and find people that are excited about positive player/player interactions.
Drama is obviously a cause of stress, and one of the avoidable parts of that are simply misunderstandings. I try not to presume the worst case scenario or second guess someones motivations or intent. One example that comes to mind is on WW3RP when there had been an explosion which killed a fireteam that I was trying to roleplay with, and from what I had seen it looked like an admin must have abused their power to blow the players up. So I asked the admin about it (framing it as an inquiry, not an accusation) and it turned out that the explosion was just from a mine that one character had stepped on, and the explosion on my client made it look like it had happened somewhere that the players weren't even stepping. So it turned out that it wasn't abuse, and I'd stopped myself from sparking a mini-drama.
People have their own motivations and their own idea of what's normal. I think this is especially true in an open space like Garry's Mod, where people from all over the world come together to try and realise their ideas. That clash of ideas could be an endless source of drama if the way they all fit together wasn't moderated.
Effects of stress
Stress can make the idea of playing on the server less appealing. People have outright left the scene over stress, even if it wasn't the primary cause, it's certainly a factor in why they left (and the expectation of future stress being a factor in making them not want to return later.) Players can feel a level of anxiety that takes the fun away from the experience, which is obviously completely backwards because the whole thing was supposed to be about having fun in the first place.
I don't know how common it is for staff to feel stressed, but I imagine that if I asked around I'd find that the majority of them do feel stressed. One in particular said to me "I'm never doing this again" before they left, so clearly stress can demotivate staff members, which I think is particularly concerning for the future because I've seen plenty of skilled staff members walk out over the years.
When I was making wordclouds out of community history articles one thing that jumped out at me was that two of the most common words in all of them were staff and players. It was almost like the ying and yang symbol, as both of them were about the same size as eachother in every wordcloud. You can't have one without the other right? So in that sense if stress was affecting staff then the players would end up being affected by that too somewhere along the line, and vice versa.
I don't know if new players get stressed, but I imagine it's an uncomfortable thing trying to join a new scene. I remember when I was new on WW3RP and the only person I knew was Powley, but by the time I'd accepted his invite he wasn't there anymore. So I was alone, and I'd been sending out friend requests but really struggling to make any friends at all. Felgroove was the one that made me feel welcome and made sure I (and many others) were engaged in things. I've often felt like that engagement is missing for new players, where they just need to be shown what the roleplay is like and how/where to get it.
Dealing with stress
"Let things happen and accept that there are many things in life you can't and shouldn't have complete control over - and that applies to events, don't script every detail, mind that the players are the ones making choices here." Taking a step back or focusing on your own enjoyment rather than worrying about other players too much might be a good thing to try if you're feeling a particular type of stress by trying to provide for players.
On the first few days on my experience of WW3RP I remember seeing players openly discussing things in OOC, and I had the sense of being glad that they weren't being told to shut up, because if the incidents they were talking about was swept under the rug then it would just be pressure that they weren't allowed to vent. I tend to vent privately, or channel pressure into idea threads. I think venting privately must be very common, and I'd even say it's a healthy thing to do. Venting privately I think is especially important if you're feeling like you're nearing a point where you'd snap and just walkout.
I also imagine that it's common for people to take breaks, mostly when they're not having fun, perhaps due to reasons like stress or frustration. I know there are people that left years ago and didn't come back, but a lot of people do come back from breaks. Its probably one of the best options, and time certainly helps to heal wounds and gives space to reflect and change. What I've noticed too is that after a break, the environment you return to might have changed.
Breaks might not feel like an ideal fix, because if you're invested in the scene then you might not want to walk away. In which case perhaps taking a lesser role and playing less overall for awhile might make sense.
I do wonder if being made to feel appreciated would help, which is something I would have thought that staff could help with, but at the same time I don't think it's their role to worry about things like that. Nonetheless, who knows how much impact a simple "great job, thanks for helping out by the way" could have.
As for dealing with stress as staff, my only experience was when someone of a higher rank was abusing their power, and because there was no staff abuse report system I had zero options, so I think having that system alone is a huge benefit. If a staff abuse report system isn't seen being used, then perhaps it's doing its job by deterring abuse, so it's being a healthy component of a community. If it was the case that a staff abuse report system was working like that, I think that's a very positive thing, and I've always said that that's one of the encouraging things about nebulous, that if someone was found to be abusing their position then it would actually be dealt with, so it's not something I'd have to stress over as much compared to past communities I've been in.
Preventing stress in future
One of the things I've mentioned through the years is the idea of making a chain of positive change. If I did one good thing, then that might inspire someone else to also do a good thing, and the ball gets rolling where one good thing inspires another. It might not feel like my efforts did much, but that one good thing I tried to do might have had a significant impact the culture of the community through that chain. Sometimes a dramatic moment is a golden opportunity to inspire positive change, because that's when you can show emotional intelligence - an important part of maturity. I believe that reacting positively (or just constructively) to negative experiences (no matter how difficult) is important and always worth trying.
One time in WW3RP when the levels of deathmatching was making the idea of passive roleplay outside of protected bases difficult, someone posted a suggestion for shoot-to-miss. The post was met with hostility, but the problem it was trying to fix turned out to be an important one, and I rewrote the basic goal of the idea to fit a more realistic implementation for a large server. So even if people don't appreciate an original idea, there may be space for polite discussion to modify it or look at an alternative, if for no other reason than engaging in polite discussion can make the original poster feel welcome.
If there was a subject of heated discussion then two things I actually took from Formula One come to mind. The first was Jackie Stewart talking about racing, where he said that when you're in the car; to take the emotion out of it, and just drive in a very mechanical way, and that made sense to me atleast in a way that if you drive angry then you'll probably fuck things up, so take that negative emotion out of it. So in that same sense if I discuss something where I'm eager to get my point across then I'll take my emotion out of it and just lay out my idea.
On the flipside of taking the emotion out of an idea I'm sharing, I'll also take other peoples ideas onboard and filter out any emotion they've put behind it. Like if someone said "Hudson your YouTube videos are too fucking quiet you idiot", rather than focus on the rudeness I'm just going to listen to some popular YouTube videos and then listen some of mine and judge if the idea they were sharing had any merit.
The second idea I heard from F1 that resonated with me I think was the one about Ross Brawn bringing a team together in 2009 (hopefully I'm remembering this correctly). Many of the teams only put the car together, and then get an engine manufacturer to supply the engine. If a team has trouble with an engine then they might just place the blame on that engine manufacturer (in this case Mercedes-Benz), but what Brawn would do when they had engine trouble was say "we were having trouble" rather than "Mercedes-Benz" was having trouble. By including Mercedes-Benz as part of the team (rather than throwing them under the bus) he was helping motivate them - getting them included and perhaps finding more teamwork as a result. Brawn GP won that 2009 season.
I've often found that communities have groups of players that share a certain common interest, even if it's just things like they're developing characters on a certain faction in that moment in time, it paints them as a group at that moment, and it can easily result in an 'us and them' framework, which can quickly become 'us vs them.' But using the "we" model can bring everyone onto the same page, like in the WW3RP montages where all the characters from different factions appear listed together, in the view that they're not characters of a certain faction, but just characters of that story.
I dont want to make the scene a sterile place where we can't express ourselves or banter, but at the same time I know I've seen unnecessary hate and jokes that crossed the line. I know it's possible to write a joke that doesn't offend people, and if my jokes were ever personal then I'd try to make it obvious that it was sarcastic. I've seen people get stressed by jabs that people have tried to disguise as jokes, and I don't think it's good for the scene if things like that are normalised.
Staff service
I don't know if this is a real trend, but the idea of the experience in Garry's Mod shifting from improv to service is one I can certainly imagine. Where players used to take what little content they had and make gameplay out of it for themselves, and donations were made out of altruism, eventually became about servers being funded by selling products that catered to the players experience (and players expecting gameplay as a service, rather than making it for themselves). This later model stifles serious roleplay in particular, as players sit around and wait for a roleplay event rather than improvise amongst themselves.
The problem with this is the pressure it places on staff members to keep running events and implenting exciting new features (that the players don't critically need), and if the staff cater to the events and new features then they're almost encouraging that culture. Players could make a conscious effort to shift back to improv roleplay, reducing the demand on staff, and thus reducing that (perhaps stressful) pressure. The worst part of the problem is when players rudely demand (or complain that there aren't enough) new things. Staff are nearly always volunteers, so that constant pressure could just be wearing on them to the point of burning out. Even if a staff member was somehow being paid, they're still only human at the end of the day. Perhaps everyone feels stress, from the new players right up to the founders?
Forgiveness
In regards to the extreme cases like harassment where people need to be blocked or banned, it's not a reflection on you, these people have their own issues. Personally I wish them the best, even if I never intend to communicate with them again. I've told this particular story of forgiveness before:
Arthur Caiger was a Probation Officer that one day was blinded by having acid thrown in his face by someone that had knocked on his door. He forgave the person that did it, and I knew Arthur Caiger when I was very young. One day I was crawling around and he accidentally stepped on my hand which broke one of my nails, and the last thing I remember of it was of me being rushed away (to hospital I presume). Obviously I didn't hold anything against him because he obviously didn't do it on purpose, but whenever I think of forgiveness I remember him because he forgave someone for doing deliberately worse.
Hope
In the early days I remember it being difficult to get any kind of community going. In 2001 I had a clan of 50 players, but after a couple of weeks in hospital the clan fell apart. I had developed a couple of chronic illnesses (one of them went undiagnosed for a frustrating 12 years) and gaming was my escape. When I get chatting to other players in various scenes I very often find that they too use gaming is an outlet.
When Half-Life rolled around and I went around playing the mods there was a clan scene in one of them called Zombie Panic! but of the two clans I remember; one was accused of being Nazis and was literally called SS, and the other was an exclusive club that didn't accept my application...
The idea that we'd end up with a large community like this one where people stick around for years and can easily share all their creative works is a godsend. Steam has so many features now, YouTube is a great tool, and all these things are accessible on mobile devices. When you're stressed it might feel like everything's turned to rubbish, but I look around and see progress and effort and hope.
One thing I read recently that I thought was cool was the quote "Happiness is a direction on the compass, not your destination." While we can't fix all the problems in the scene, spending a little effort here or there feels good to me, and sometimes that's all you can do. I don't know if that helps with stress, but it feels good either way.
I don't know whether this comment was helpful or not, but I know this thread in general has broadened my perspective, and hopefully at the least been a place to vent some of the pressure anyone was feeling. I know it's made me feel like I wasn't alone in the frustration I've felt over the years in the scene.
Some people might say the old phrase "it's just a game", but a decade later and thousands of hours invested, if this is our outlet, our hobby, our passion, then we're allowed to take it seriously, and who knows, maybe take the opportunity to use this space for personal growth.