Honestly rate your GMing skills.

World building: 8/10
Creativity: 10/10 (I write whole novels based only on an idea)
Humor: 5/10
Emotional Damage: 0/10—I never do this!
Combat: 7/10
Dungeon Crawling: 7/10
Mystery: 8/10
Roleplay: 9/10
Knowledge of Rules: 6/10—too many systems.

To address each:

World building: 8/10

I like to come up with ideas for regions that feel unique, then create the neighboring one and try to keep them logical. Say, no eternal winterland next to baking deserts.

Then I pepper these with major cities & ruins.
After that's done, who knows?
I'm methodical up to a point, but I don't go & create every single detail in case my players enquire. That's nonsense & maybe a bit obsessive. I mean, I don't even do that for my novels & short stories, so games? Nah!
When in need for another subcullture or fauna, I just use the one that feels more logical to the situation the party is in, while keeping it consistent with the region they're in.
This avoids puzzled looks

& breaks in flow as disbelief rolls in.
For inspiration I resort to own experience* & Nature documentaries.
Creativity: 10/10
Again, this is an honest response: I write whole novels based only on an idea I had that usually starts: "what would happen if someone replied/reacted to MC's question/action?"
So, when I sit down to plot or run a game, I'm never short of unique ideas to use.
Humor: 5/10
I'll allow it (to a point). I'll dispense it (if circumstance warrant it.)

*You'd love my Hellscapes.

I don't know if I have the funny bone in me. My jokes are sometimes too obscure or ellaborate, so I get mixed reactions. Many of my one-liners hit the spot, though. Retorts? Some are funny. IDK.
Emotional Damage: 0/10
I never do this! Ever. We play to have fun. This phrase started as a "funny fad," but unfortunately there are dicks out there that go out of their way to "challenge their players' whathaveyous" & create situations that test people's taste or limits.
NO... absolutely fucking NO.
Combat: 7/10
I try to speed it up without taking away my player's dice-rolling fun, so some actions land hits if the ideas sounds cool & helps move combat forward.
Fireballers?
They never get the "no-roll-needed" card & unless they're at the front, it's always at a disadvantage.
Dungeon Crawling: 7/10
Well, I got my start there, 42 years ago, so I've got some mileage on this particular aspect, yet even though I loved the #Undermountain boxed set & played the crap out of the #Neverwinter module.
I literally played it right when it came out, loving everything about it, but I must say I'm not en "expert" dungeon designer because I find these dinky little spaces of doom & death a bit too "samey" if you overuse them in your games.
So, while I know what needs to go in there & know what are the main rooms players will face & have several encounters ready to spice things up, I'm rather sloppy about these crawlspaces. I like them, but I don't fret about em.
Yep. Sloppy Dungeon Joe. That's me.
Mystery: 8/10
I used to think I excelled in this part, but then I saw some of my "secret plots" or "turns of the screw" were spotted with certain ease, so instead of going carazy about making everything a mindtwister, I just rewarded players catching up earlier than I expected they would.
Roleplay: 9/10
As a player, I used to do it "as needed." Then I switched if "only if required of me." I try to keep these brief.
Most of the time, I don't like prolonged roleplay between players when we have

several other things to do (like not getting killed.)
But as a DM, I'll allow all the roleplaying my group needs to have their questions answered, needs tended to, their certainties questioned & doubts increased. :)

Between themselves? Perfect! I let 'em have their share of fun, as it gives me time to set the next stage/come up with something... anything!

There are times when a #DM, even a very well-prepared one will need time to regroup or correct course or come up with stuff the PCs brought

into existence because of their most recent actions, and this "time-out" is a blessing in disguise.

Knowledge of Rules: 6/10—I play/own too many systems.
This one is pretty self-explanatory. I used to know systems by heart when I was a teen, but that's long gone now. By choice & for peace of mind.
Still, even if I don't have all the rules memorized, if something sounds cool & doesn't give players unfair advantages, I let it happen 'cause it adds to the games I'm running & this adds to our fun.

@txabier Some of my favorite moments are my players just going full ham on each other.

I love it so much I just end up listening along instead of prepping whatever new thing I have to do since their tom foolery derailed the plan.