So as a coGM in the middle of GMing the MR right now, I've been learning a LOT. This has certainly been helping me focus my ideas for future games, of which I have three solid ones, and know what is reasonable and what isn't.
In fact, I did join back in March, so I'm still relatively new. But perhaps I can provide a different perspective.
Even more than just social, it all is just so... intense. I would like to say I designed my Princess Bride game as a direct counter to that. I designed a mechanic called Fashion- essentially a theme that must be present in one of your posts during that day, with a different theme (or joke) each day. I also made it into a kind of activity filter, where if you don't have enough time to follow the fashion, you go to the Fire swamp. I've also been toying with rewards for following the fashion (the question is more what they'll be, not whether they'll be there.)
Anyway, my point is, maybe the games should be a little more lighthearted. One of the best games I played was my very first, MR23 I think, MLP. It being MLP was ridiculous, but it was fun and engaging and really got me into the swing of things. Meanwhile other games have turned into oppressive grunge matches between Village and Elim and neutral, like L35. Those just... aren't as fun. The intensity of the drive to win just kind of takes all the fun out of it. (My princess bride game is designed to be fun whether you win or not).
Now I don't have all the answers here, and I won't pretend to. But making the games a little more... fun, might help to relieve tension. Perhaps rewards beyond just winning, things that are like a players record of things. Sort of like Hero's RP competition in MR23. Sort of like the paper plate awards you talked about. And maybe all those awards could go in the signature or something, so a player can quickly grasp what they mean without having to read entire games to find out.