Rules lawyers can be dealt with by simply setting some ground rules. I allow one pitch for their "interpretation" of a rule, then make my summary judgement. Appeals must occur outside of game time, but it's unlikely they will sway me. The interpretation is the set as part of a set of rulings/houserules, preventing them from changing it later.How do you stop rules lawyers and power gamers from ruining the game? Currently the only thing that works is booting them. Simply accepting the bad behavior isn’t an option. Neither is pretending it’s not bad behavior.
Power gamers can be more of a problem. If you have an entire group of power gamers, it works fine, since you can just up the difficulty of the game. However, if you have a single power gamer, they risk the fun of everyone else. Personally, I just let the power gamer have their fun, challenging the rest of the party instead. If the power gamer is a problem for the rest of the party, they'll get the boot.
Some players prefer to be railroaded. It's just their preference, and was addressed as the "Watcher" player type back in 4E. A full group of them is definitely a problem, one I've never experienced. The only suggestion I would have would be to talk to the group and drop numerous plot hooks, asking the players which ones they're interesting in following up on. This at least puts some direction in their hands, while allowing them to remain fairly passive.How do you get players to stop expecting you to constantly feed them the plot? This is something the Alexandrian talked about. So many players have been lead around by the nose for so long they don’t seem to get there’s any other way to play. What do you do to break the players of this habit? And no, simply leading them around by the nose isn’t an option.