Still, here's what I reckon represents my GMing style:
What's oddest to me is the combination of the pre-scripted, improv and mirror story-creation style badges, but I do genuinely use all three roughly equally. I think it's because they're all subservient, in my mind, to the story-telling badge: It doesn't matter so much where a story element comes from, so long as it fits and makes things more interesting and immersive. If a pre-written adventure or a random player idea is better than my own, I'm not going to be arrogant enough to pretend otherwise. And if there isn't anything better for me to steal, I'm happy to wing it. The end product is all that matters.
The PC death and PvP badges are also intrinsically linked. As the non-combat badge indicates, I don't go out of my way to kill player characters (though it's a valid option to me, should that make the story more interesting; see also the 'run away' badge), but I also don't like forcing them to cooperate, which means they'll occasionally knock each other off. I'd say about half the PC deaths in my games are from PvP. The only time I'll step in and intervene is when I can see that one player is out to get another for out-of-game reasons, which happens surprisingly often. I've played with some vindictive bastards.
This merit badge system is also useful for highlighting what I neglect. I clearly don't worship the formal rules very much. In fact, my choice of game system is most often decided by simplicity and ease of play (WFRP, Call of Cthulhu) or nostalgia (AD&D 2nd Ed.). I also struggle to express a clear mood or style in my games, and neither the serious scary badges nor silly fun badges are within my grasp. Similarly, I'm still not very good at making distinctive, memorable NPCs on purpose. Maybe now that there're medals on the line, I'll work on improving that a bit.
EDIT:

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