Re: Top Signs that you need to rethink your GMing.
In an AD&D game (all the same GM)
When your GM tells you that your PC's hid in a cave for a whole year while a world-spanning war was going on, instead of participating in the war.
When your GM tells you that certain classes aren't allowed in the game since he isn't going to use them, whereupon you promptly run into three of those clasess in the first two game sessions.
When your GM tells you that you can't play a character unless he watches all rolls, etcs., and that he isn't going to stop the middle of a game if you are killed to watch you roll dice (okay so far). Then he tells you that he isn't going to watch you make the character during the week, but only on game days (before play starts), and that he has to have a week to review the character. In effect, if you died, the next week you rolled up a replacement character, and the week after that you could play again. (We did eventually force him to let us have backup characters pre-created so that if we died, we would at least be able to play again the next week, since if we did die, we were done for that week).
When your GM lets your players pick ANY alignment they felt like. Without explaining why PC's with such divergent alignments would work together, much less have hid from a war in a cave together for a whole year to escape the war.
When, after two game sessions, the most valuable items your party has found is a herd of ten cattle. Which you can acquire after killing the unarmed farmer and helpers who were driving the cattle to market.
When the GM joins in with another player making fun of your player, because while you were the only person who took the "swimming" skill, and thus the only person who could swim the river and kill the unarmed cattle owner and helper, you didn't have a "herdsman" skill (which the teasing player didn't have either).