I'm a very new but very eager DM. Me and my friends have long been wanting to play and as always we had no DM so I took up the reins.
My players are very extremely creative and I want them to be able to do whatever they want - however - I at the same time feel like they completely do not care for the story, world, or characters that I'm trying to show them.
We've only had two sessions, but after each session, players would talk about how excited they are to create their own campaign and what they'd do in their story and universe - which is great! I would love to be a player in their campaign!, however it hurts my feelings because I feel like they're highly uninterested in what I have done, the work and thought put into the story I'm trying to make, rather wanting it to be done and over with.
The campaign is following Matt Mercer's Taldorei setting and using gestalt characters, because I think following a set campaign would be less info to keep straight in my head, and gestalt characters for a more rounded party. (3 of the 4 wanted to be rouge, instead of waiting to multiclass - gestalt allowed healers in our party and me to craft harder encounters)
Another one of the players keeps insisting on a set background and key development points he wants to have for his character - he's adamant about his character getting cool weapons and like 'a magical sniper's eye so he can see farther and shoot better' - and while again I'm so happy for him to be thinking about the game and development, I feel like he's insisting on what should happen and becomes upset when I'm like 'maybe' and wants to either do a different item or work it in differently in the game, or even not telling him for spoiler reasons, to put it simply. The 'Hero' player wants to become a Lich - again, I like the creativity and anything can happen - but I feel like he's being a glory hound and stealing the spotlight from other players.
This particular player, "Hero", has imagined a very skilled and in depth background - which is cool (and works with the change to gestalting) - but at the same time it doesn't seem to allow for much development in the game, he's suppose to be starting at level one but his character has been on adventures, and has companions, and x and blah. Really my issue with him is, the player seems to be thinking he's the 'main hero' of not only the story but the group. Whenever I veto something of his, he becomes childish and 'okay' and pouts while being like 'I'm not having fun playing this game' - but then I'm also like it's not just you playing the game.
I don't want to stifle their creativity but I feel that they're not trusting me with letting me run the campaign and create adventures and cool discoveries for them rather that they're telling me 'hey you should do this bc I thought it and it's cool and better than anything you could do'
I don't think any of them is doing this maliciously or to try and overrule me as a DM - but it still hurts and feels bad when I've worked very very hard in trying to be a good DM. I don't want to be too rude to them, so what I'm really asking is, should I just not be so upset about it or is this really an issue about the players?
We've talked about using a rotating GM, problem is: everyone has their own world setting, no one is familiar with the other's. We've also talked about me and 'Hero' player being co-dm, with him creating the setting of the story and the narrative, and me being the technical side. I feel he would be at risk of railroading and wouldn't know how to be a dm, he hasn't read any of the books, not even the player's handbook.
For the time being I've stopped being a DM for the group because I truly don't want my sour mood to ruin their game or experience of it, I'm genuinely uncertain if this is something I just have to suck up or something I need to have a conversation with them about, or how to go about that conversation.