Your mileage may of course vary. But to me, these are the top 10.
1. Thou shall not force a path unless necessary.
To me, this is the cardinal rule. The kiss of death for interest in your role playing game is when you show the players that their decisions do not matter and the game will unfold the way you predetermined. Of course you can knock them back on track from time to time, but never make them feel that you are undermining the direction they want to take.
2. Thou shall not arbitrarily kill the players.
A character is a time investment and often an emotional investment for the players. While danger and risk are the bread and butter of adventure, arbitrarily killing (or otherwise weakening or penalizing the characters) is not fair. This is a game, not reality. Even if it is a realistic game, it's still a game. It's supposed to be fun. But this goes hand and hand with...
3. Thou shall not make the players invulnerable.
Even the most impartial DM is going to be somewhat on the players' side. But if you make it obvious that they're going to make it through everything without a scrape, and there's no real danger or risk involved, the game isn't much fun either.
4. Thou shall not play favorites.
One of the reasons I dislike playing with couples when one is on the other side of the DM screen. Or worse, when the DM obviously has a crush on one of the players. Forget any kind of fairness to the other players, the DM's bias will soon come through. Alternatively, if there's someone you don't like who is playing, you need to either set that aside or decline to DM. Everyone needs to be on equal footing.
5. Thou shall not make the players oppose each other.
The magic of D&D is that everyone is playing together to forge their way through this mysterious and dangerous world. If you are making the players oppose each other, the game isn't going to be very fun and there's going to be many hurt feelings. If opposing players are what you want, I suggest a board game or a video game instead.
6. Thou shall adjust to the players' game mood and setting.
They say that restaurant patrons "vote with their feet." In other words, if they don't like the food, they'll go elsewhere. That's true in role playing campaigns too. If you aren't giving your players the experience they want, they'll stop coming. If your players want gritty and dangerous, give them that. If they want goofy and funny, give them that. They'll communicate what they want by how they play their characters. And what they want may change from time to time. But if you force a style or subject they clearly aren't happy with, they'll stop showing up.
7. Thou shall not solicit feedback.
Important distinction: you definitely should look for and absorb feedback, but don't ask the players for feedback about your DMing. First of all, it's awkward. It's like asking everyone what they think of the food you fixed when you invite them over for dinner. Nobody is going to tell you their true feelings about it unless you are very close friends. It's puts them on the spot and they'll just give lip service about positives. Feedback is subtle. Players leaning forward, reacting to your story, roleplaying, getting excited? This shows you they're engaged. They like the game you're running. Players slouching, playing with dice, messing with their phones, chatting about other things? You're not giving them a fun game. Once your game is a chore, players will stop coming. When it's fun, they'll be eager for the next chance to play.
8. Thou shall not use pop culture.
Popular culture is a natural mainstay for us nerds. But when you wedge them into the D&D game, you're breaking the immersion and making a joke of the whole thing. If you must do it, do it very subtle (such as a rumor of a noblewoman named Gaga attending the upcoming joust in a lurid dress). If you have Rick and Morty showing up out of a wormhole, that's just destroying the whole idea.... well, unless #6 applies to that.
9 and 10.... um, don't use unlucky dice and chip in for the pizza.