"A practical man can always make what he wants to do look like a noble sacrifice of personal inclinations to the welfare of the community. I've decided that I've got to be practical myself, and that's one of the rules. How about breakfast?" The Pirates of Ersatz, Murray Leinster
From your question I noticed a few things. Nominally, I completely agree with @mxyzplk's answer, so this should be in the way of an addendum.
It sucks to be the leader
In a RPG, it just completely sucks to be the leader. Most players when confronted with a plan, remember about fifteen percent of it for the first fifteen minutes. But they'll certainly remember when you deviate. Leaders get no additional responsibility and no perquisites, but they get all the blame.
In the military this is mitigated with the clear distinction between commissioned and non-commissioned officers. Not least because the isolation provides both support structures and necessary emotional distance (to a degree, of course). Being "elected" leader, especially with the pack dynamics of typical werewolf games is an extremely dubious honour that I'd flatly reject.
The fact that while you may be leader in character but not dominant over the player group makes things even stickier. You need to assert authority within the realm of the narrative without actually having that authority in reality. Again, something that will cause friction and resentment any way you cut it.
Depressing environments bleed emotions into play
The world of darkness does what it says on the tin. Having played in a horror game myself recently, the iconic themes of the world of darkness do not make for "happy" or, for that matter, validating game experiences in the main. (And, if they do, it's a violation of genre.) When you are faced with the stresses of being "leader" which are compounded by the stressors of the philosophies baked into the setting, no wonder you're having a rough time.
Some solutions:
On leadership:
Fundamentally, a gaming group is a relationship. Bad relationships that do not provide validation are a drain on mental and emotional resources. When they don't work, cut them off or change them. In your case, I'd play a game that's a bit lighter in tone and focus: a nice traditional dungeon crawl or similar heroic fantasy.
I'd also reject the leader role for all the reasons I outlined above. Or, if they force it upon you, demand the perquisites and authority that is concomitant with it: they can't have it both ways.
On the group:
I've found that group character creation creates a far more cohesive group. By having entangled backstories, the group can draw upon a deeper understanding of each others' characters, creating the basis for empathy and respect within the characters, instead of the necessary simulacrum imposed by players.
By articulating desired tropes, a "palette" (as Microscope) calls it, before the game begins, you'll be able to shape the narrative of the group in directions that you want to play. This allows you to avoid the nominally depressive tropes that come default with the setting (not limited to world of darkness) and describe a source for future characters to connect with the current group. Replacement characters, if they tie into the shared narrative, will continue to maintain the tropes and social trust.
Be practical:
As players, we shape our narratives to an amazing degree. Emulate Bron Hoddan in the Pirates of Ersatz. While playing, you will be aware of the desired practical outcome that will provide validation and satisfy your personal goals. With that outcome in mind, you then frame it in terms that suit both your character's narrative and the expected narratives of the other players such that they will act to reinforce your framing and thereby your outcome. If you fight their narrative control by "being a loner," it is difficult to achieve your own goals. If you help them work as a team and appear to sacrifice nobly on their behalf while executing your own goals... the entire process is smoother and more effective.
Note that I am not saying to lie. Instead, consider the causal constructions of your actions, the explanations for those actions to be an aspect of the role * separate* from the actions themselves. By manipulating the framing as well as the actions, you can provide the necessary hooks for the other players to support your version of reality, rather than rejecting it and, by extension, you.
Postscript
Looking at your comments to other questions, you should absolutely give this group two last tries. In the first trial (of one or two games), try a heroic romp where you can be "Big Damn Heroes." Require the players who need the spotlight be leader. In the second trial (again of one or two games), try a game where players can intrigue against each other (I'd recommend Ars Magica, but then again I recommend it for most things. Most games support PvP intrigue quite ably.) If neither game provides the validation you need and the spotlight the other players need, move on. Before you do anything, take a month break, sit down, relax, and try to game with some strangers. I'm pretty sure that if you go looking for games in the chat section of this site... someone will oblige. For more on the framing problem, I'd quite recommend Rule 34 by Stross, as it describes it in a delicious narrative context.
A Tool to Enable Consensus Decision Making
- Problem: your group fails to make timely decisions due to a consistent failure to reach
a consensus
- Desired Remedy: A tool that helps alleviate this detriment to fun
gaming.
- Proposed Tool: Options Identification Process and Voting Tool (see
below)
- Requirements: Buy-in from GM and players on the particular voting
tool that will be used.
A voting tool can resolve all four problems if your group and your DM agree to use a voting tool. We don't know the interpersonal dynamics in this group. (It matters). I will assume that you are all friends or at least on friendly terms.
Note about reality: Who the "alpha dog" in your group is may color your success in agreeing on a decision aid.
What you seek is an in-game usable form of Consensus Decision making
A generic process is illustrated by this flow chart and the previous link is a concise summary of the process that is subject neutral. (Not TTRPG centric, but process/tool set used in many walks of life).
Per your comment that the group is all adults, you could just stop here and look at the summary in the first link, and tailor your own tool. But we'll proceed ...
Apply the voting tool when you find yourselves in the dilemmas you described in the question.
First:
- Identify how many different actions or choices are being proposed.
- If you don't identify what your options are, you can't make a
decision.
- You can die roll to see who states his case first, with the DM as facilitator.
- Take turns as pointed to by the DM, as that disrupts play less.
Second:
- each player proposing an option states it, along with a brief "why"
for that choice.
Third:
- With DM facilitating, you all vote on each option.
- Each player has 2 votes available. You cannot apply two votes to a single option.
- Use a d6 to indicate your vote, in front of you at the table:
- 1 pip is no, 6 pips is yes.
- A brief "why not" for a no vote is an option here
- Rinse and repeat for each option.
DM keeps track of votes received. (as neutral facilitator).
If there were more than two choices to start with, drop option with lowest score, vote on remaining choices per above.
Fourth: Vote To Determine the Group Decision
Voting Criteria For Success:
Unanimous agreement
Unanimity minus one vote
Unanimity minus two votes
Person-in-charge decides
Pick from one of the above criteria. Your group has to agree on the level of consensus that is acceptable to all(See Social Contract comment further down).
For the final vote, I suggest Unanimity Minus One or Unanimity Minus Two.
If you end up with a hung jury due to which protocol was chosen (like Unanimous) you have two last resort options to get a decision.
"Person in Charge decides." You can roll for, or each night designate, someone as "person in charge" and accept their decision for hung juries.
Roll the dice (high wins) or flip a coin to decide between the last two choices.
Your problem statement indicates that you want the group to make decisions. The above is a time tested method, adapted for your described table, that will get you decisions.
Summary of Benefits: (to address your stated problems)
- Vote on choices to keep play moving by making decisions.
- Don't split the party.
- You'll have less wasted time.
- Each player participates in making decisions for the group when the group needs a decision.
- The GM doesn't pull his hair out.
Caveat to this answer:
- If you are the only person at the table concerned about this, the
above as a decision aid is probably doomed.
- If the other players care, then you have something to discuss within your group
and get buy-in.
- Getting buy-in on collaborative processes like this is part of your Social Contract, which from your problem statement is not robust in your group -- at least in this area.
Experience:
Small group dynamics and decision making have been in my professional life for a few decades. I'll use an informal group example of a decision process following the same steps tailored to a different situation:
- RL example: seven men, one van, Friday night, which bar to go to? Thumbs up and thumbs down rather than dice. Same basic process, different objective, small social group dynamics.
Best Answer
I've seen something like this happen before. If some or all your players are enjoying some of the game, but find dealing with the other players frustrating enough that they're starting to get reluctant to attend sessions, there's an important question for which you need to find the answer...
Why are arguing?
Not "what are they arguing about," as you already know the answer to that. Rather, you need to work out why your two groups of players are regularly forming contrary positions.
As some of the other answers have pointed out, players arguing about what to do next is normal. However, if your players are arguing past each other or always ending up forming the same sides when there's an argument, or if both sides seem confused as to why the other side doesn't agree with them despite claiming to have listened, it is likely that your group has mismatched expectations about the game.
Something similar happened in one of my campaigns: There were two groups of players who would have long, frustrating arguments in which they would disagree as to what to do next. Each side would put forth their arguments, listen to what the other side had to say, weigh up the pros and cons of each proposed course of action, and then want to do completely different things.
Eventually, I discovered the actual cause of the argument: One group assumed the campaign would consist of modular adventures in which few-to-no decisions would have long-term consequences that might affect subsequent adventures, while the other group assumed the entire campaign was one big adventure in which every tiny decision could have unforeseen long-term consequences that might not reveal themselves until later in the campaign. Thus, the former group tended to think in terms of short-term benefits and to underestimate the likelihood of bad decisions coming back to haunt them, while the latter group was more prone to long-term planning and highly risk-averse.
It was a tricky problem to identify, as people don't tend to mention the unspoken assumptions they're basing their decisions on. After all, the nature of unspoken assumptions is that you don't think to question them unless something makes it obvious they don't always apply - and getting into an argument about an apparently-unrelated topic doesn't.
Getting back to your situation, I imagine your two groups of players are listening to each other in arguments (even if one or both groups claim otherwise; if they weren't, you'd have a very different problem), so I suspect that they have different assumptions about how the game works. I can't be sure exactly what the point of difference is - you know your players better than me, after all - but here's a list of possibilities that spring to mind:
What to do...
Assuming you're able to identify a difference in expectations, the first step should be to tell your players what that difference is, and what they should expect in your campaign. Telling them what it is will give them a tool they can use to resolve arguments when they come up in play, and telling them what they should expect in your campaign will give them they tool they need to realise when their own arguments are flawed - both of which they presumably lacked, or the arguments wouldn't have been frustrating in the first place.
Personally, I recommend against trying to accommodate both groups by adopting an expectation that's a compromise between their expectations. Doing so will be stressful for you, and almost certainly result in both groups getting frustrated because neither of them will have a clear idea of what the right expectations are. (In other words: Don't make the same mistake I did... But that's a story for another time.) Instead, just pick one group of players, and say their expectation is the right one. This may seem unfair, but at least some of your players will be happy - and it's likely that the other group, once they actually know what their expectation should be for your campaign, will be fine with adjusting their expectations - especially if it means they can enjoy a smoother, less argumentative gameplay experience.