My biggest tip is to treat this as it is meant to be, a collaborative storytelling experience and not a game. However I've talked about this many times before and a number of people have already commented similarly, so I'll instead explain my tips on how to maximize your collaborative storytelling potential.
Research improv acting. What we do here is almost entirely improv acting, yet I find that the overwhelming majority of people in roleplaying servers like this don't know the first thing about it. While I could go on for a small novel's worth of what to incorporate into your roleplay, I'll list what's considered the top five improv rules and how they apply to us roleplaying:
(pulled these from
http://improvencyclopedia.org/references/5_Basic_Improv_Rules.html if you want to check the site out further)
1 - Don't Deny - also known as
"Yes, and" - the "collaborate" in collaborative storytelling. We already have a rule for excessive denial which we generally call powergaming. Blocking every attack is boring. Acknowledge your opponent's collaboration, and always give something back. In combat, this means either take the hit, or if you're going to block at least offer something like straining to keep the shield up, or falling prone, or having your blocking shield/weapon knocked out of hand. Another time this would come up is reacting to other characters in a social sense. If a giant earthspawn goes to intimidate your character, your character should likely act intimidated. I've seen way too many players act like they can't be scared or nervous or anything other than defiant, which makes for bad storytelling and character design. Denying input from other players is what kills the enjoyment of a scene, so go with the flow and respect your fellow players by accepting and responding to the input they give you. (also, if any of you have wondered why I'm so against consent rules, it's because it goes against the #1 rule of improv)
2 - Don't ask open ended questions Fully flesh out your character - this one applies to us least, since we all have our characters made beforehand unlike improv where characters are built during the scene. What I will say that is close to this point is instead to make well rounded characters. Starting off a character idea with one concept or gimmick is fine, but you have to flesh out your character to be more than just the gimmick or else it will feel bland to play with for both yourself and the other players that interact with it. Fill in the full backstory: their family, their alignment, belief system, influential friends/enemies, desires and goals, fears and weaknesses, ect ect. Make sure the character has flaws, as these add depth and humanize the character. This will help you play the character because a fully fleshed out one will always have something to work toward and a response for every situation, where a gimmick will not.
3 - you don't have to be funny the winner - here I'd like to simply stress again that being the winner does nothing. You don't get any rl money, or recognition, or anything. If the server shut down tomorrow no one will care that your character always won every time. The only thing we get to take away from all this is the stories we create. Every good story has ups and downs. You need those moments of failure for your character's arc to be remarkable and interesting. If Tony Stark never got kidnapped by the terrorists he would have never become Iron Man. Let "losses" happen, let your characters learn from their mistakes, and enjoy the story that unfolds.
4 - You can look good if you make your partner look good - going off the last point, setting up another character - even an enemy - for a big spotlight moment is often as rewarding or even more than having your own character in the spotlight. Attempting to hog the spotlight also tends to sour any scene where it occurs (players from back when gods would show up will remember everyone trying to crowd close to the gods to get attention, and the resulting ooc fighting about how everyone needs to back up were terrible to sit through). Let another player get the spotlight, and assist them doing so in character if possible, so that you can both enjoy the story that happens to that player's character. Even in combat, if you see a path to a cool death for your character, take that path. A good death is miles better than a OOC complaint into admin decided victory.
5 - Tell a story - the "story" in collaborative storytelling. In every scene you roleplay, try to look at it from a neutral perspective, and always ask yourself how can you make this scene's story play out as best as possible. Often, the answer is to step back and let someone else have the spotlight. Try to always keep the interests of the other players in mind, and work with those and your own to create something interesting for the group rather than whatever is best for just yourself. You'll find that you will go from fighting everyone with words to enjoying yourself, even if your character doesn't end up as the main person of that scene.
tl;dr - read up on improv acting, as that's almost exactly what we're doing.