I've been playing online via the Discord server using their LFG channel. That might sound odd for TTRPG but Enclave is a bit unique in that its played almost exclusively as one-shot missions rather than a campaign. So you can bring your character to various Conduits (GMs) without much issue. I know what you're thinking, what about progression? Enclave does have a progression system that works in this format.
The Gamemaster is a player too, they're just playing everyone that _isn't_ a protagonist. While there's some level of responsibility it would be a very toxic group that expects the GM to do all the "work" and they just get to "play". It should be everyone's responsibility to make sure the game is fun for the entire table.
Seconding a vote for Ironforge/Starsworn, very cool settings and super easy to get started solo. There's a great webapp (customized for both flavors) IronJournal/Stargazer that makes it easy to track your adventures.
I was introduced to TTRPGs this year by my friend Robby Howell. He spent the past 10 years designing a system called Enclave [0] (which he successfully Kickstarted). Enclave is a diceless system that focuses on the character acting and collaborative storytelling elements. It was a very easy system to pickup and has been a blast to play. I've made several new friends and I'm now in a session every week. Even surprised myself in becoming a Gamemaster (Conduit in Enclave). I've found being the Conduit as a consistent way to enter "flow state" where time is just flying by as the story unfolds in my mind. Would highly recommend checking out Enclave or any TTRPG that strikes your fancy, you might find a new hobby.
Tabletop Role-playing Games (ttrpg), specifically being the Game Master (gm). I'm actually pretty new to ttrpgs was always more of a card and board gamer. I have a friend who recently Kickstarted a diceless system he designed. I helped with some proofreading and it seemed really interesting. He invited me to do an Actual Play and I was hooked. Decided to dive into the deep end and immediately started gm'ing.
The goal of the game is to progress, by any means necessary. You'll need to "hack" your way forward. Think outside the box, the browser is your playground.
I'm dabbling in this a bit, currently designing a game as a hobby project. There's a number of frameworks available that can ease development though none are perfect.
LimeJs (http://www.limejs.com/) - seems the most mature. Its built upon Google's Closure library. I personally found it a bit cumbersome, though certainly powerful. Optimal performance is obtained by using the Closure compiler.
CraftyJs (http://craftyjs.com/) - was the easiest to get something up and running quickly. If you've ever played around with Unity3D, it basically follows the GameObject model wrapped in a jQuery like syntax; which feels very natural. Performance was decent but I've run into bugs as the project is fairly new.
Yep we came to the same conclusions for the app I'm currently working on. jQM's ease of use lends itself well to rapid prototyping but when you want build something slick, go with Sencha.
I used to stress about making my apps look good. Now I just use Skeleton (http://www.getskeleton.com/) to cover the basics and when my app is ready I pay a designer to make something that looks awesome.
We've been using dotcloud (https://www.dotcloud.com/) and are quite happy with the results in testing. Haven't gone to production yet though so we'll see how they pan out in the long run.
I actually just used this as the base for a project I'm working on. It is nice just to have a starting point design-wise so I don't get caught up wasting time styling when my strong suit is coding.