Looking for GMing advice can give you plenty of extremely contradictory examples. Youtube it up and you'll find examples, but many of them are D&D-centric games, or employ techniques that you don't need at the tabletop at all. If we assume you're going to be running at a tabletop, here's a few recommendations from my own experience (GMing for 25+ years, and still learning).
A lot of good GMing advice is similar to good leadership advice, when you get down to it.
Be Prepared: This one is important. Very important. In your free time, prepare material. Have the setting fleshed out, create lists of NPCs names, design maps, and fiddle with your scenarios. Preparation makes it easier to improvise when you need to, and gives your players the sense that you are ready for them when they arrive. It will make you more confident when you run a game. I'm personally decent at running games on the fly, but not everyone is, and preparation always makes it easier.
Improvise: When things begin to turn sideways in a planned scenario, don't balk at it. Stall for time if you need to think, or suggest a coffee break. Then think of how to adapt the players newest strategy to your own scenario, or to bend your scenario to be entertaining despite their clever plans. Improvisation is easy - you likely did it as a kid with your action figures and/or dolls, just go back to those techniques.
Rotate Focus: Move the lens between characters. Don't let one player dominate play. Have NPCs become interested in a character who speaks less. Design plot elements for characters you feel are not contributing as much to the game. I had a rule (one the players never saw) that if I hadn't heard anything out of a player in 15 minutes, it was time to see if I could have the game world "nudge" them into action. Sometimes they were just along for the ride, and that's okay, but other times you are trying to encourage players to get involved in a game that can be daunting.
Coach Players: Just as you want to become a better GM over time, also keep in mind you want to encourage good player habits. Part of being a GM is also being a referee, so if you see great player actions and ideas, reward them. If you see bad stuff at the table, call it out politely, and remind people this is also a game, and people need to try and play fair and respectfully to each other. Just like at work, focus on the positives, and coach the negatives into positive directions.
Be Open & Inclusive: Be willing to bend genre conventions at times where they don't really matter, and keep in mind what players may want to accomplish at the table with character choices. This seems like a no-brainer, but be very wary about being "overly authentic" about issues like racism, rape, slavery, bigotry without knowing your group well. Do not be afraid, on the other hand, to forbid characters don't fit the setting at all, or set a player up for a rotten experience (players insisting on playing non-humans in a human supremacist nation or something to that effect).
Voice Work: Practice speaking on your own. Driving to work is a good time (if you're in the car alone). Learn to resonate your voice, to project. A strong, resonant voice can help focus listening ears. Once again, you're the referee - you want to be heard and understood. Also practice voices - get a few good books on tape / CD (Audible is a good source), and listen to the readers and how they change voice and accent to distinguish characters. It makes a huge difference.
Be Self Critical: Journal your sessions after the fact, and look for areas to improve in. Look for repeated patterns, or areas you got stumped in. These are places for you to grow and develop. Make notes, and don't worry if you didn't do well last session. It's an art to run and play in games, and we get better with experience and time.
Think Books and Stories, not Movies and Television: Movies and television have less time to tell a story, and tend to heighten drama and conflict in a plot well beyond need to hook viewers. Think books. Take time to tell a story, build characters and setting, and don't be afraid to tell smaller stories. You don't have to save the world from the Dark Lord. You don't need good vs. evil if you're not telling a moral story. RQ/Mythras is not bound to the "good/evil" or "law/chaos" dichotomies, and that frees up a lot of narrative freedom. Think critically about the media you consume, and learn to craft your own stories and scenarios that fit the game, rather than just emulating the fiction you watch on the flat screen.
Be the Example: Arrive to game showered, hair combed, clothes neat. If you're having guests over, clean before they come. Be a good host, or be a good guest. Always have your game kit packed and ready when game day approaches, and check to make sure you have all you need in it before you leave the house. Practice what you preach in terms of manners and expectations. Don't be afraid to admit when you're wrong, and even acknowledge when you argued a point falsely or out of anger. Be a good human. Being a GM means players will, often enough, look to you for guidance on what's acceptable.
If You're Going to Steal, Do it Shamelessly: Our individual game sessions are not syndicated programs where we have IP lawyers looking for infractions. Borrow what you like. Use names as you please. Be conscious that you can signal silliness you don't intend if you do this clumsily (calling your holy man "Brian" in Pavis might derail your game). But if you want to grab a plot you've read or seen, just do it. Write out the plot structure, change a few names, and "poof", you have your plot. You will find, in play, that even though you made a civil war with a princess secretly working for the rebels and a terrifying dark knight with impressive battle magic enforcing Lunar law, the "New Hope" plot elements you ripped off will take on a life of their own rapidly and evolve away from the source "germ". It is a commercial conceit that you can own ideas. You aren't in this for commerce*
Never Loose Sight: You are playing a game. You want to entertain the table, and have some fun doing it yourself. Similarly, keep this in mind with adjudication. Sometimes you need to punish the group when they act like buffoons, but sometimes they can get lucky and get away with something. Now, don't confuse "it's just a game" with a maxim that the sessions should be comedic frolic at all points. A lot of good drama, action and story can evolve from an RP scenario. But when in doubt, do what is more interesting and consistent for plot, and keep in mind that great persons often had a share of very strange luck to get them there. If you want an example, just think of how you got to where you are now, and what would have happened if you'd chosen that other job, said that thing you thought about to that guy/girl, got caught doing that nasty deed, turned left on that one day...
Hope this helps!
* Obviously if you ever do decide to publish, be very wary about where you got your ideas from.