Man, the trouble with being the Storyteller or Dungeon Master or whatever you like to call yourself is that most of it is like plotting a novel. Not the actual gameplay aspect (or your players will be bored as hell) but the actual NPC generation and the plot generation and the events and the encounters and the traps and the combat statistics and you just sit there and you dream big, and you tweak, and you come up with cool ways to showcase your player's talents and then....
...you keep it to yourself or maybe you blog about a little but you can't just sit down and talk folk through your mental reasoning because, let's face it, the players want to play and would get bored if you did. People who aren't playing the game have nothing invested in it and will be doubly bored and likely think it's a dumb idea because, well, most ideas are unless they're very simple or you have the full context.
To make matters worse, when you get to run it all those mechanics and cogs and wheels that you had in play, all the juggled balls, all the machinery behind the scenes, never gets seen. You never get to explain all those neat ideas that you had which didn't come up or the way you steered them ever so deftly to the answer. And even with the stuff they see, in three to five hours it's over ... or they've at least chewed through a lot of it.
Gah! It's sure lonely at the top.