Server events run by DM's are awesome. The DM's do a fantastic job of making them fun, and making it possible for any and all to participate. Overall, they make it wonderfully rewarding to join in.
That said, wouldn't it seem strange that I regularly hear people say "I'm never going to help in one of these again!" after it's all over?
Maybe not so strange.
Maybe s/he was, once again, looted while fugued.
Maybe s/he was, once again, excluded or overlooked when came time for gold/XP/item rewards.
Maybe s/he was, once again, one of those who respawned in order to help everyone on the quest, only to discover that raises were given to any who sat around doing nothing in the fugue while s/he died 3 times.
There are some suggestions I have to offer. But first, I'd like to make a point.
For the most part, when someone didn't enjoy the event, it's mainly because of other player's greed. We, the players, bear a major responsibility in making it fun for EACH OTHER. The DM's can only do so much. We have as much, if not more, responsibility to other players than the DM's. The DM's simply provide the world and events, it's up to us of what we want to make of it.
The first problem, looting the fallen, can only be addressed by ourselves, the players. Looting is lame, and I don't care what justification one makes of "well, it's IC for my character to do it". It adds absolutely nothing to RP. It's self-serving, and spoils everyone's day except yours. If you want to steal, that's fine, but do it with RP. Be a bandit on the low road. Take something, then hold it for ransom. Heck, take something and return it, saying "I caught a thief stealing this, here... um, is there a reward?" If all you do is grab their stuff quicker than their corpse hits the ground, running off never to be seen again, you're not IC, you're merely a greedy player.
As for the rewards for an event being unfairly distributed, I think it would be nice if the DM's placed the loot they intend to be evenly distributed in locked containers that can only be unlocked with a key, and then give that key to a responsible leader of the group. Or anything that would make someone the "gatekeeper" of the group reward. That would help minimize looting and distribution before everyone was present.
For XP, I know the DM's like to reward individual efforts, but I think it's important, too, to make sure everyone involved gets some base amount, regardless of how meager. Just to know they were noticed and loved. :D On two events I've been involved in, I've seen other players not get any XP when I did, even though they sent a tell to the DM. Even if they didn't contribute much, XP encourages participation in the future. If they behaved badly, I think direct dialogue by a DM to address their behavior would be more beneficial than leaving them wonder why they didn't get any XP.
As for "raise dead" scrolls/spells being provided, I really don't have a solid suggestion/answer. Perhaps make a number of raise scrolls/rods available before the quest to a healer in the party. Perhaps telling players to "stay put" in the fugue, if the intention is to provide raises at the end. Perhaps never give out raises at all, only do a direct TR if the DM feels that player shouldn't have died, or that dying somehow disrupts the quest. From the server events I've been involved in, one could conclude "never respawn, just in case raise dead's are handed out". Maybe that's the lesson intended. If so, I think the "new player" info, web site and forums should make it absolutely clear that respawning, while provided, is heavily frowned upon -- that if you're dead during a quest, stay that way until it's complete. Currently, though, those who contribute the most to the fight are often the ones losing several levels who could've used the raise the most.
Now, these are merely my views and suggestions. I don't expect everyone will agree, and I welcome criticisms or comments to add to mine.
(gets ready for the volley of water balloons to be hurled at her...)