The title came from something my friend said when we were discussing the structure of tabletop games as opposed to novels.
When you're writing a story, in general the best way to do it is to choose one character and make her the focus. She's the driving force behind the plot, she undergoes the character development, she's who we see in the denouement, getting what she's earned. Without hyperbole, the story revolves around her.
As a result, when we create our own characters, it's easy to see them as the "main" character, and occasionally become upset at the GM for not giving us the screen time we deserve. But that's a false impression.
Think about Batman. In his own book, naturally, the story revolves around him and his choices. There's never a solution he isn't a part of, to whatever degree the story demands. We read a Batman comic for Batman.
However, in the Justice League, Batman is just part of the team. An integral part, indispensable even, but he's there to fill a role. One role, a single role. There are other parts of the team for the other roles, so it's not Batman all the time. Sometimes it's Superman, sometimes it's Wonder Woman, sometimes it's Green Lantern. In this case, the focus is on the group acting as a group, tacking some outside threat.
Character development can still happen, but it's important to note it remains the B-plot at all times. Think about the Justice League cartoon, the budding romance between Hawkgirl and GL. Sure, it eventually drove a few episodes' worth of stories, but it only really worked to increase the tension. The romance part was still handled secondary to the crash-boom excitement of the main story.
So it should be at the tabletop. We, as players, have to remember that even if we're Superman, Batman, Wonder Woman, we're still just part of the ensemble cast. Maybe you want to make your character a jack of all trades, but that won't necessarily make him more useful -- instead, it may even hurt the team in the long run.
And as GMs, we have to remember to keep the story that involves the whole group as the primary story. Maybe one of your players has an incredible backstory that you want to use, but rather than focus on it, make it the cause of some problem the group as a whole has to face. Give it additional meaning for that one player, but keep the whole group in the loop.
What do you guys think? Do you have similar philosophies, or have you ever run afoul of the "main character" issue, either as a player or a GM?