#4 - 1st Time Player
Because a role-playing game needs multiple players for a single GM, you will probably spend most of your role-playing career as a player. My experience in the RPG community is that most role-players are interested in being a GM. Only rarely can they garner the interest in their pet projects and adventure ideas to get the show on the road. It is easy to understand that when you are the GM in a RPG, you have great control in what will occur in the shared story. No one else will have the freedom and tools to create the drama like you do. But! In defense of player the players, the actors. Players will have just as much impact, if not more, on what will happen as the GM.
In my for “1st time GMs” essay, I wanted to make it clear that a role-playing game is a shared story. GMs uses their position in the game to create the conflict and to establish what challenges the heroes will face. More importantly GMs will judge whether players are successful. This is all well and good, but the Players have an equal and opposite power in the RPG. While the GM has freedom to say, "The time bomb will go off in 2 minutes!" The Players are the one who make decisions for what happens next!
This is the unique role of the players, something the GM must not do for them! The GM has control over the script, the settings, and the extras in our drama. The Players however, are dynamic have complete freedom over what they choose to do. That doesn't mean they can do whatever they want, there are consequences for actions. Deciding to do something doesn't mean it will work or have a positive result. But, as a player you are the only one with the power and the responsibility to face every challenge the drama throws at your. If you play well, you will overcome them all!
This is important to remember because we often speak in hyperbole as players. As role-players we draw within the lines. We understand that it is a team game, and we sometimes diminish our characters to be just our role in the team. Our job in the game is the healer, not the decision maker. Heck, common tropes of RPGs encourage us to do this, we pick our characters to be: Tanks, Glass cannons, Grease monkeys. Now it is only natural to divide responsibility and create a well rounded team. If were to play a space adventure game, you can certainly be the pilot. But, you are much more than the driver of the bus, just as a soldier is more than a walking machine gun.
Becoming more than a vehicle for action is making those choices. This is your power as a player, and no GM worth their dice will try to take it away from you. A good GM will foster your dynamic power, encourage you to make choices. Choices can be big and small, but while a Hero can persuade an non-player character to see things their way, no one can make you do something. Persuading the players is never a die roll, it is a discussion between the movers and shakers or drama! Players arguing among themselves is a great way for them to all recognize that they have the power to make choices. They each can channel that power to a constructive outlet. Four players could go four different directions, but it would be far more rewarding to hear each other out, and agree on one vector.
This is the best advice I can give a new player. Once you have identified why you want to role-play and what your character's purpose is, all you need to do is make the important choices. There are no mechanics or mathematics for this invisible portion of the game, it is the real magic of RPGs. Once you are comfortable making these choices for yourself, and your character, you are ready for the role-playing world.