Having read back a bit, I think a good discussion would be how much power does/should a GM reasonably have. That always seems to go over well.
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A pet peeve of mine is people in groups trying to go it alone. Had it happen in a Bleach RP once; a new graduate wanted to go on a solo mission to the Human World.
The GM owns their thread, decides who is in and not in, and can essentially decide to kill off characters or kick people out. If they aren't breaking Guild rules, we tend to side with the GM.
On the other hand, players are just as able to talk to each other and start a new thread, so being tactful is a damned good idea -- players also own their characters (if they created them in the first place, anyway, but that's most players) or are playing canon characters that belong to neither of you. Just because they write one into your RP doesn't mean they are forking over the rights to you (and in the case trying to claim ownership of a canon character, you'll get laughed all the way to the door.) They might have to take out specific names that you came up with in your RP if they reference them, but otherwise, free and clear.
So yeah, they own the sandbox, but you can take your ball and leave the sandbox. It's not an East German sandbox with a big wall and barbed wire that forces people to stay. So it's a good idea, even as a GM with lots of power, to be a nice person, unless you want to just play with yourself all the time. I mean, if you don't already.
I know people are going to try to nitpick what was said, and I'm going to sort of head that off by saying -- consider the general principles being stated rather than trying to find ways around it. :)