RPG theory seems to recognise the differences between player interests, and acknowledge a few loose categories/archetypes thereof - the tongue-in-cheek four in the Munchkin File, expanded to the more seriously-considered seven in Robin's Laws of Good Game Mastering; there seem to be less formal ways to split the types floating around that are largely similar to the former. And sure, I know the categories are loose approximations etc. etc.; I'm not here to argue the degree to which they are or aren't to be taken literally.
But in a recent discussion my attention has been attracted to the fact that categorisation of GM types seems less well-known, yet one can't just transplant player categories to GM categories because of how radically different the roles are. I don't think I played under enough GMs to be able to answer my main question based on my own experience, but hopefully others could help me out: what are the recognisable GM archetypes, if any? If there aren't any, then why not? (Obviously the latter question can be summarised by the radical difference in roles, but it would be good to know which differences are the prime cause.)
I don't care if it's a book/PDF, an article, or even an answer posted right here because the original source is lost, so long as it can help me out to learn what RPG theory has to say about GM types. I prefer an introductory source/answer, but if that's unavailable, am willing to try a more complex source instead.