I read a lot of management and leadership theory and came access a list of human behaviors by Professor Steven Reiss (also noted in the book Management 3.0 by Jurgen Appelo). I immediately felt this could be a good framework for GMs when both designing and running a role-playing session.
As these govern real-life human behavior they should work to both motivate the player in-person and the character he/she plays. Even better, they could help the immersion and link between you and your character.
The human behaviors are:
Acceptance, the need of approval. In WHFRP terms: feeling your actions are accepted by the underlying morality of Empire and your party.
Physical activity, the need for exercise. In WHFRP terms: combat and physical prowess.
Curiosity, the need to think. In WHFRP terms: exploration and solving puzzles.
Power, the need for influence of will. In WHFRP terms: charm, intimidation and guile.
Eating, the need for food. In WHFRP terms: keeping the character healthy
Romance, the need for love and sex. In WHFRP terms: a challenging theme
Family, the need to raise children. In WHFRP terms: another challenging theme
Saving, the need to collect. In WHFRP terms: self-explanatory (try playing Diablo)
Honor, being loyal to a group. In WHFRP terms: colleges, guilds, dwarf code of honor etc
Social contact, the need for friends. In WHFRP terms: meeting new NPCs
Idealism, the need for purpose. In WHFRP terms: party sheet and related idealism
Status, the need for social standing. In WHFRP terms: ranks and character progress
Independence, being an individual. In WHFRP terms: fleshing out the character
Tranquility, the need to be safe. In WHFRP terms: rally-steps and "a place to call home"
Order, stable environment. In WHFRP terms: battle against chaos
Vengeance, the need to strike back. In WHFRP terms: well, this is a classic on its own