Fun To Master Game The Reliance Over
This is definitely a problem when a player believe that their only responsibility to the game is to basically show up and be entertained. Role playing is a cooperative experience, a team effort if you will, and its success does not and cannot hinge on the abilities or efforts of one person whether that person is the GM or another player at the table (Virtual or otherwise).
A GM can do things to try and prompt more involvement and investment in the game, but it kind of refers back to the issue of dependability and motivation combined with an understanding that the GM and the players share in determining the entertainment value that they will receive from playing.
Perhaps some of the problem stems from our experiences as players with GMs who have certain styles. A player who started out with, and has only experienced, a GM who tends to railroad the game is probably going to be fairly hesitant about doing much to help guide the story because in their experience the story is going to be spoon fed to them anyway and their reactions have little to no effect on the outcome or flow of the game; it's the GM's story and they are simply along for the ride.
I tend to see it as part of my job as a GM to prompt the players, and sometimes this means being fairly clear about your expectations of them and how much you expect them to participate in developing a scene in the game. I think even experienced players need some time to feel out the GM though and eventually understand how much input is appropriate in the game. As a player you don't want to take over the entire scene and essentially supplant the GM and this can happen if the player misreads or simply disregards the GM's prompts.
Part of the game ends up being the process of the players and the GM learning to prompt each other and cooperatively develop the game, because everyone does approach it from a different perspective when they first arrive at the table and it takes some time to hash all of this out and learn to adapt to each other. Players don't know what is expected of them unless the GM specifically tells them, or they figure it out as they go along.
In a sense we enter into a social contract of sorts when we get together to play in role playing games, whether that be in person, online, or even play-by-post. We have to come to an understanding of what is expected of the GM verses the player as well as what authority the GM has verses the authority of the players. What elements of the world/story is the GM responsible for and what elements are the players responsible for?
In my view the GM is often responsible for setting the scene and acting out the NPCs while the players are usually exclusively responsible for describing the actions of their characters. I personally prefer, both as a GM and a player, that it go beyond simply describing an action that the player is taking; I like to know why that player is taking that action or what they are feeling at the time because this adds to the experience for me in both cases.
I also think that part of the player's responsibility is to recognize and respond to the prompts provided by the GM. If the GM is ending his post with something like "You camp for five hours in the clear moonlight..." to me that is a prompt as a player that the GM has set this scene, now it is time for the player to add to the scene either through character action or some form of descriptive narrative. In a similar manner the GM needs to be aware of when the player is prompting the GM. If the player ends their post with an action that requires some form of reaction from the environment around him/her then the GM needs to recognize that and describe that response/reaction.
If the player is simply ending the post or scene with "I feel this way..." That doesn't necessarily require a response from the GM. The player, though, always needs to look for the prompts by the GM because regardless of how the GM ends his/her post it will require some form of reaction from the player in order to move the game along. I.e. You and the members of your party killed the owl bear; hooray! Now what? If the GM ended with the description of the owl bears death the player needs to recognize that the next move is on them, where are they going now? What do you want to do now that you've killed the owl bear. If the player doesn't describe this then it places the responsibility on the GM to decide for the player what the character would do next, and that is not the GM's job, that is the player's job/responsibility.