I will try to make as little assumptions as possible and try to lay out what we did when we started roleplaying. You can then pick and chose if it applies to the people around your table, since you know them best. If it doesn't, no harm done, pick one of the other answers.
I will make one assumption though: you want the role of the DM/GM/ST whatever you call it to go round, so you can experience games a s a player, too, and the burden of preparing the adventure is not always on you alone.
Not everyone is open to being the single responsible person for everyone's fun.
Some people will want to be the story teller, some people might be persuaded when they see others being successful at it, and others may not like it as much, but put in a little effort to not stand out. Some might not want to, at all. That is fine, too. But you should make sure that it is because they genuinely don't like it, not because they are afraid of doing it, or to lazy to invest the time needed.
If they are helpful in other ways, maybe offer to invest time on other things, maybe they always pay for the snacks and drinks, maybe they buy the majority of books or maybe they bring the painted miniatures for your battles that they painstakingly painted up because you asked for "something like a green dragon". Helping your group succeed can come in many ways and you will recognize them. It doesn't need to be shared story telling, you can sink countless hours into the hobby and your groups success without ever DMing.
But it should be shared effort. If you find people that are just there to take and never give, you will notice them, too. It's up to you what you do, but for me it isn't worth it. Someone who isn't in it... doesn't need to be in it.
So enough rambling, what did we do back in the time? Well, DMing can be scary, because you should be in control. But you aren't. In your group, you are the one in control, you know all this stuff, the rules, the lore, all they can do is give a best guess and probably be wrong.
So for each person, let them pick something they are in control of. Whether it is another system entirely, just another part of the game world, another style of playing if your game has different styles. If they feel like they might be right or wrong on something they do, they are not the game master. They are the game proxy. Your proxy. Doing your job, just worse and opening themselves to criticism.
So we for example played D&D a lot. But one of us had read all the Forgotten Realms lore. And another had bought the Dark Sun boxed set. Full of weird magic and psionics, almost a game of it's own. A few of us really liked Cyberpunk 2020. One was a Star Wars fan. So we played a lot of games. And each had their specialist. They knew what they were doing. Or maybe not. But it was their decision. Nobody could tell them they were "wrong", because it was their story, their world, maybe even their system.
People would get battle mats, or miniatures or terrain based on adventures. The DM would tell the wargamers/miniature painters beforehand "hey, it would be really cool if we had a dragon for the end of the campaign". Or just "can you bring undead for today?". And it was their job to make sure that happened, and also their job to keep that secret so to not spoil the surprise. And they were in control of that part, the DM did not have miniatures, certainly not painted one's. And would not be able to tell them whether they were right or wrong about what they brought.
So what I am trying to say is this: People who you give a job to that is basically just "do my job", and who are inexperienced and are afraid of maybe not being as good as you are, are very reluctant to actually try. Give them control over what they want to do. Say
hey guys, after our next meeting, I don't have time to prepare an adventure for the three weeks after that, our inlaws are visiting with their baby. I can still be here and play though. Does somebody else want to do an adventure? We don't have to keep the system if you prefer to try a different one, like Star Wars or Shadow Run. Think about it and lets hear some ideas and decide on something next week so we know what we do the week after."
Make it about what they want to do and how they want to do it. Don't make them do something that you ordered them to do.