Soft skills? I do have some skill in being soft. But uh, yeah. I digress.
Being a team leader isn't as fun as you'd think. You see a lot of first time fan-game developers out there thinking "Oh I'm going to get a team and I'll be the leader calling all the shots and they'll love me and doing everything I say and I'll make the best game ever." If that's your line of thought, then one of two things will likely happen: You'll either never get a team and be a lonely developer, or you will get a team, but reality will bitch-slap you in the face with Thor's hammer.
When you become a team leader, you take up a lot of responsibility. You have to make sure that everyone is up-to-date on all the latest information and developments, you have to make sure that everyone is happy with what they're working on - I wouldn't want to have someone putting a lot of work into something they didn't like. You've got to be open and understanding and honest, not afraid to speak your mind when you need to. And sometimes you have to deal with situations that you might not want to.
I don't think I make a good leader, so I don't know what good traits one would have. And contrary to what
@Raiden said, I absolutely hate deadlines. The only reason we had those for those two projects were because we needed to have them out on a certain day. I don't want to have to use deadlines in a project, unless we've already set a release date, but I might have do that - for me, mostly. I'm really good at slacking off and not doing anything.
But there are somethings that I do think are important traits of a leader:
-Know what you're doing. Don't be that guy (and let's face it, all of us were once that guy) who wants to put a team together right out of the gate. That's never a good idea, even if you get a team together. The leader is the one that brings it all together and makes it into one single game. They need to know what they're doing. They can't be just writing the fan-fiction and having someone else make it a game. That never works. I always cringe when I see people say "Oh, I need technical people to put it together because I'm the creative one." Don't get me wrong, I was the "creative one" too many a year ago, but I was the "creative one" who actually sat down and did the hard stuff.
-Communication. Always be able to communicate with the team as often as possible. If you know you're going to be away for a little while, let them know that. Don't just up and disappear without telling them. If a huge life emergency happens out of the blue, well, nothing can prevent that. Just get back to the team once things are back to normal and let the know what happened. Disappearing without any explanation is typically a bad thing.
-Organization. my team knows I suck at this. And up until I met Raiden I didn't really write that much down. Having a new team member meant I had to get them up to speed. And it didn't dawn on me until I started writing out the story that it was completely wacko and made sense pretty much only to me. 90% of it was changed as I went, and it's likely that, years from now when it's done, it's going to be 90% different than what we had on paper. But it's important that all team members know what they're working on, what the story is, what goes down, etc.
-Understanding that they should take the blame. This is something that I usually end up doing in real life, too. Sometimes, there are situations that the leader can't avoid, no matter how much they try. They need to be able to say "hey, that was my fault. I could've done better. I am sorry." and learn from that mistake. When you see what you did wrong, you know how to change it in the future. A good leader never says "Hey, that wasn't my fault! That was Steve's fault! We were doing fine until Steve screwed it all up!" A good leader will never point the finger at someone else.
-Kill your babies. Yup. I said that. "Killing your babies" is a term used in the TV/Movie industry that simply means "letting go of concepts and ideas that you think are prefect." When you're working with a team, you'll have a lot more opinions floating around on what is good and what isn't. And sometimes, you'll have to let go of something you really liked simply because it doesn't fit/it isn't good enough in the long run. I usually try to give each team member the chance to give some ideas on what they want to do. It's lead to some... sticky situations at times, but right now I think we're all content and willing to work on the project at hand. I've had to cut some stuff in favor of stuff that Raiden and Llama have wanted to do, but in the end, that'll probably make it better.
Well, I've typed long enough and I need to go brush my teeth now.
That reminds me of something actually, does anyone have strong opinions or even plans of what to do when a project falls through? Personally I'd like to see more devs releasing their resources for public use but it seems more often people hold onto them.
That's exactly what I'm planning to do. My original long-term project just recently, well, it didn't fall through, but there are massive changes planned for the somewhat distant future, and I do plan on just releasing everything made so far. Project files, tiles, sprites, etc, for anyone and everyone to use.