GM-less and cooperative TTRPGs replace a single facilitator with procedures that distribute framing, surprise, and consequence across the table. Start with Dream Askew, Mythic, and Ten Candles as comparison points, then move down the list based on the kind of mechanical focus your group actually wants.
When comparing gm-less / cooperative games, look at how scenes are prompted, who introduces trouble, how disputes resolve, whether the game supports solo or co-op play, and how much structure replaces GM judgment. Those details matter more than the tag itself, because two games can share a category while asking completely different things from the GM and players.
Use the top picks as anchors rather than treating the page like a simple popularity ranking. The goal is to answer the practical table question: which game will produce the kind of first session, campaign rhythm, and player buy-in your group is likely to enjoy?
A GM-less game still needs facilitation habits; someone may need to watch pacing, rules questions, and spotlight even without owning the story.