My current group of roleplayers have honoured me by comparing me to a mix of Quentin Tarantino and David Lynch. Comparisons to the latter have been by far the most frequent, admittedly. I take the liberty of adding Akiro Kurosawa to the mix, for the feudalism, social stratification, and loving treatment of everyday life.
My game is detailed. Being a GM has been one of my major hobbies, or more correctly, my major hobby, for half my life. For instance, Ymirea has 20 000 years of recorded history, and even more is sketched out in legends of times past. There must be at least a thousand named characters with some degree of personality and personal history, etc. I want everything to make sense, to be interconnected, and to be belieavable.
My game is rulebound. I believe that the purpose of the rules is to create a sort of virtual reality, which the characters can depend on, and to ensure that the game is directed by probabilty, rather than by anybody's desires. This makes also improbable events ten times as memorable as if they were "conjured" by player or GM.
Where as I am rulesbound, I see the rules as a map, rather than the actual terrain. Therefore, I engage in quite a bit of rule and character tweaking as the game progresses and new aspects seem important. I also allow players to tweak their characters, as long as the point balance out, and the change makes the character fit better with the concept and the world.
I expect players to be able to agree (with each other and with me) to some concept of a group for their characters. I am fairly lenient in what kind of group I would allow, but expect players to keep their characters and play in accordance with the needs of the group. In other words, I hate disruptive players, and I tend to dislike "lone wolf" characters.
I am non-linear. I believe that the greatest stories are made not by easing or forcing the characters down some predetermined track, but by letting them interact pretty freely with the environment I have created. My characters have genuine freedom in choosing what they want to do and how they want to do it. Having built extensive background is an obvious help here.
The previous paragraphs lead up to my main weakness:
Non-linearity is the major problem, without clear sense of where the characters should be going, it is hard to force them along. Detail makes improvisation somewhat slow, as I often need to check whether things fit into the greater picture. Strict adherence to the rules can also slow down a game.