If you've read this post and then this, you're up to speed.
First step, end the "story" in your campaign. Don't play it out to the end, don't wait for a convenient moment to get out... just tell the players honestly, "I don't want to decide any more what happens next. I've been doing it for a long time, I don't think it's my job, I'd rather you guys took responsibility for what your characters do." Then, have some NPC kill the big bad, have the gods lose interest, have the dweomer inexplicably lifted, whatever, just set everything to zero. "The party now finds there's nothing specific that they have to do next. You're sort of near this town, the road leads to such and such... what do you do?" Then shut the fuck up.
If the players say, "What do we do? What do you mean, 'what do we do?' We wait for you to tell us what the next adventure is."
Your answer: "I'm not there. I'm busy elsewhere. Leave a message. My people will get back to you. Right now, you're on a road, there's a village over there, the other end of the road goes to another place, and you're hungry. What do you do?"
The discomfort that follows is the sound of people who have become dependent upon the DM to provide them with a purpose... and, honestly, losing that is uncomfortable. You're looking at a withdrawal, and as with any withdrawal, expect a kind of low-level panic to set in. If there's anything that might teach you just how awful you've been by feeding the player's dependency, it'll be watching them utterly fall apart when you cut them off.
And your compulsion will be to think, "Oh, I better help them, I better give them the drug again" — though that's not how you'll word it in your head. In your head, you'll phrase it as "responsibility," "kindness," "respect for your players," "decency," all sorts of bullshit words like that designed to cover up what you've been doing for months or possibly years. You've been getting them accustomed to the structure you've offered, and don't kid yourself: you have benefitted highly from their dependency. You've sopped that dependency up all these years... and if you're right now saying in your head, "But I'm not a bad person," sorry, you're wrong. Don't believe me. Just watch your players as they wallow around without your drug.
Their helplessness is evidence of the illusion you've harboured for a long, long time. You've told yourself that your control is "necessary" to their experience, when what you've really offered is a drip drip drip of narrative control, designed to take away the players' agency. And now, with that drip gone, they're looking around, waiting for the next cue, unable to make a decision between two lengths of road. Without your assurances, "go this way," "do this next," however many layers of NPC and role-play you've slathered over that to account for your control-compulsions, the players are anxious at making the wrong decision, anxious that something wrong is going to happen if they decide wrong (there is no wrong decision, but they don't know that) and they're desperate for you to step in for them. And they'll be desperate for a long as it takes, if there is a threshold you can get to where you'll sigh and say, "Okay, go to the village, there's an adventure waiting for you there."
If you can hold out, however... if you can wait for them to get a hold of themselves, you'll witness something you rarely see in your game. The players will ask each other what they want to do. They won't be talking to you. You'll be able to actually leave the table and the game will go on, until you're needed. And that, probably, will unsettle you.
Because, dear DM, you've gotten off on the drug just has they have. They've been dependent on you running the show... and that's exactly what you've grown to depend on also. Because running the show makes you... important. And that's probably a lot of what makes this gig work for you. Yeah, it's a lot of work, it's thankless sometimes, things don't work out and there's all this group management shit you have to do. But aside from all that, no one can question your "importance." And that makes you feel good... not only when you're playing, but all the time. Because when you're out at the bar with these others, you're still "The DM," aren't you? I mean, that's what they call you. All the time. Feels pretty good.
This is where the game lives. It exposes how symbiotic it all is. The players' paralysis mirrors the DM's appetite for being indispensable. The structure that's been built — with the deliberate instigation of the company, I might add — was never purely for the players' benefit, it was always for yours. You kept them waiting for cues, you kept providing their purpose, you glommed their approval for points and treasures and magic items, which you've given to sustain your "generosity" in giving things that actually cost you nothing. And now that the players have lost their script, you lose your stage. Watching them talk to each other, it feels a lot more like you versus all of them... and they outnumber you. If you don't feel uncomfortable watching them fumble around like fools because they can't pick between left and right, you'll feel uncomfortable knowing that you could just tell them, right now, and they'll obey.
Every time in the past, when you nudged them toward the "right" road, you reinforced your own authority... and they let you, because it absolved them of having to decide. It felt cooperative, even giving, but the truth is that it's always been a compact based on your absolving them of the need to decide. It felt cooperative, and you called it "collaborative" as though that word had a meaning, but really, it's just been YOU.
That's why, really, I don't think you can lay off. I think that's why, at the opening of this post, when I said, "Drop the adventure," every bone in your body vibrated with the instinct, "No way." Because you're an addict, and no, not the good kind. There are no good addicts.
Addiction hides under noble words: preparation, world-building, storytelling, leadership. You tell yourself you’re working hard for others, but what you’re really doing is feeding the need to stay central. You build campaigns that never end because endings mean loss of control. You create layers of hidden logic, arbitrary tables and pseudo-mechanics that obfuscate player understanding while assuring your privilege. You give and give because giving keeps the gratitude flowing. And all of it feels virtuous. Even the players say so.
But I see you. I've run under you and I've discarded your games. And so have players, because they get sick of your mechanics. Once they're visible, they can't unsee them; and so they quit your game, they quit D&D, and they find something that stops them from feeling unsatisfied... as your world does. Because your world, for all it's storytelling and concern, is really just a sham, a fake, a dishonesty. And I'm not here to defend you, beard for you or ignore you. I'm here to call you out, because real D&D is honest.
Almost everyone normally reading this blog? They all dropped storytelling years ago, or they never picked it up. They saw what it was, right from the start. They didn't need me to tell them. They got it, bang, right out of the gate: "bullshit." And they've never thought about it any other way.
You ought to join them. You ought to look at your friends stumbling around in the dark and forsake your need to empower yourself, and consider the benefits in empowering them, by letting them off your leash. Yes, true, they'll make a mess of it. They've never been off a leash. Most games, company branded, are like yours... awful. So of course the players are incompetent.
They've never played D&D before.