It's written in a very raid orientated nature and stresses the organisation involved in helping to not stress out raid leaders, and visa versa -> raid leaders to help keep the raid flowing nicely.
Raid Leader:
The most influential person in any given raid, this person should develop habits and philosophies to give depth to his or her raid leading.
A Raid leader is commonly someone who organises the raids, carries the CTRa Broadcast(if not MT specific fight), and orchastrates raid progress.
The entire raid should be trusting of this person.
In practise a Raid Leader should not be dealing with the actual current combat situation in any active fashion, in a good raid the members will be aware of what a fight entails, and if they're not, they should be asking NON-RAID LEADERS who are experienced members how a fight is run for this guild.
What a raid leader should be doing, is monitoring raid status, whilst taking for granted that the current pull can be handled by the raid itself, whilst this is happening they should be looking at the rest of the environment, the /next/ pull, the pull /after/ that, they should also be aware of patrols and respawns, generally speaking, it is a raid leaders job to keep the raid flowing at all times, ground standing will destroy your raid far faster than any mob, except maybe Vael...
- To be noted, once a raid tactic has been established for an engagement, it is difficult to change it for a raid, a raid leader once skilled has a beyond-comprehensive knowledge of every class, and their exact roles, as well as individual-noteworthy-player skill level, this should be factored into pull timing, don't insult your raid, challenge them, test them, keep them on their toes.
Finally, explaining a boss fight counts as ground-standing, and this is when people turn off, people will start to lose attention - even the most dilligent hardcore raider will eventually get bored by overly explained boss fights, especially if that boss is on farm, healing arrangements should be simple Group: 1 Heal MT 1, Group 2 Heal MT2, Group 3 heal MT3, and so on, special exceptions for certain bosses that do require setup times are those that require raid-re-arrangements for the fight.
Generally speaking in Molten Core, this purtains only to Ragnaros.
If your raid has experience on a boss, you should have your tanks established as you finish the Pre-Boss Pull, your groups should be pre-informed as to the healing structure, and you should mana up, and go - occasionally bosses will require re-buffing before go, this should be fast smoothe and pulls should be very quick after the last trash mob is cleared.
Springing a tactic on a raid at the last second is fine, but if you always do this, and constantly change on farm boss fights, people will begin to feel nothing other than your tools, playing in your little game to amuse you, this is perhaps the easiest way that I've seen raid leaders lose the respect of their members.
The MT:
The MT(s) is(are) the most valuable person(peoples) in the raid, if they're kept alive for the duration of combat, you have won.
To this end if a healing/MT team are compitent and knowledgable, DPS is insignificant for most fights in the Pre-AQ40 Game.
The MT must wholeheartedly trust in the knowledge and capability of the raid leader, they should also be willing to take on more than their fair share of work if problems occur in combat, where as the bulk of the raid should always be trying their hardest, the MT(s) should be looking to take on more than they're capable of if needs be.
If a Tank dies, it wasn't healed enough, fairly well known motto, a warrior of Magdalena's, or even Yukirina's gear level, can tank 2 or even 3 Major Domo Adds if their healers are skilled enough, the MT must have faith (and this faith must be justified healers
An MT must also be ready and knowledgable enough to call other tanks their adjustments/jobs in a combat situation if the situation changes, for this reason primarily, tanks should be on ventrilo, above anyone else, and paying attention on ventrilo.
Experienced Class member:
These are people who have been raiding with the guild for a long time, and have a lot of insight into the class, these should be fairly well known people by now, and the raid leader is unfortunately always one of them, these members should be trying to take on questions and ideas from the less-experienced members of the raid and guild, trying to deal with them and orientate answers to give the best information about the class to the member.
An Experienced class member should be looking to make sure everyone in their class knows what is expected of that class in any given situation(boss fight/significant trash mob).
These members should be making the class aware that questions should be asked well before you arrive at a boss so that you can rationalise the role in your head before you get there.
Member:
This is the bulk of your raid, these people should be paying attention and giving their utmost the entire time, the better contribution from everyone, the smoother the raid, and normally the more fun people have, you can chat happily on ventrilo or ingame when everyone is doing there job, because it means the people above so far mentioned in this post, are not having such a stressful time helping things go smoothly, and therefore require less ventrilo space to run the raid.
These people are what the raid is for, and the raid wouldn't exist without them, this does not however mean they should allow themselves to be babied, they should be pushing forwards and trying to take on more tasks and aiming to quickly catch up to the "Experienced Class Members".
New Raider:
These people may be experienced raiders, but as I'm sure anyone who's ever swapped guilds will tell you, every guild does things differently, for this reason, even if you are a capable raider, you should be asking questions, constantly, - informed ones, please.
New raiders should be going to ground and trying to get as much information and baring on the situations they will be facing and how it will be handled for their class, as soon as humanly possible, don't focus on loot, focus on your job, loot will follow.
Loot:
Loot is a tool, it is a stepping stone, it is not shiney, it is there to help you, and your raid mates do their jobs.
If you are a hunter, a rogue, or a DPS warrior, or even a Paladin, and you see a Binding of the Windseeker drop - Realise this weapon is useless for non-tanks, there are better purple weapons for DPS out there, however this is the best weapon in the game for a Tank, and it should without a doubt always be attributed to the main tank, or, the main off tank of the guild.
If you are a Priest, or a Druid or a Paladin, and something with +healing and spelldamage drops, you should very carefully evaluate the level of usefulness of this item for your character, spelldamage, ALWAYS comes with healing, and therefore is commonly regarded as a Mage/Lock/Balance Druid item, though there are occasions where (The Tear, trinket from Nef) items are actually the best item in the game for both sets of classes, there are a lot of situations where the item is good for one class, but the best item going for another.
Please be considerate when you think about loot, enjoy passing, take comfort in seeing other people obtain items, these items will help you as well, even if they are not on your character.
Classes:
Druid:
A Druids job may vary, for this reason, they should consider carrying a few sets of armour, typically speaking a druid is primarily regarded as a healer, and therefore their effort and DKP should probably be focused here.
Your decurse is one of the most valuable abilities in MC, there are several engagements where, curses, if not removed will result in a wipe, although a druid can compete as a main healer, they should be aware that druids are one of only two classes that can decurse, whilst being one of three classes that can heal.
This does not however mean you will be alone in decursing, as the mages without a doubt should take vital decurse fights on as their main responcibility, but be aware you can vastly help others out by doing so.
Don't underestimate swiftmend, it's one of the most powerful talents in the game, in PvP and in PvE.
Innervates are sadly, best spent on priests, a priest will have the highest of all classes in terms of spirit in a raid typically, and therefore benefit the most, try to save your innerves' for them, they will love you for it.
Never innervate a Paladin, they are on the level of most hunters for actual amount of spirit, and benefit the least in a raid.
Heal little(down-rank), heal often, but be ready with nature swiftness or swiftmend for big heals, pump your +healing stat, and try to get yourself 3/8 tier 2 as soon as possible, it helps greatly, use your heal over time spells, they're very valuable, and will be even more so in the expansion.
Paladin:
Paladins are like druids, somewhat diverse in their roles, a Paladin correctly specced and geared can deal significant damage, however there are many dynamics (Which I wont go into here but if people really are interested come talk to me) including a social-aspect that prevents paladins from competing with other classes in DPS - even in the slightest, in raids, so you really are better off healing.
That said, the Paladin has a powerful array of support buffs and the most powerful debuff removal tool in the game, don't underestimate it, there is a magical mana burn in one boss fight in MC, there is several damage over time spells in other boss fights, there is a magical silence in molten core trash mobs, atop that there is a regularly under-estimated poison in Zul'Gurub that sleeps the victim, if a tank contracts this and falls asleep he loses agro and the snake will go kill a healer (or try), normally this isn't too fatal, but that's typically only because the instance trash is designed to be zergable.
Anyway, a Paladin is easily capable of being a main healer, he can also change gear to tank adds or even bosses if required, an excellent Paladin is one that can adapt to any situation, who also knows when and where to best use DI incase of a wipe and no present locks/soulstones. - Paladins also have some of the most powerful wipe-saving-tools, in BoP, LoH and DF, learn to use them, learn what priority comes of your blessings (Salv>Wisdom>Kings>Light - Unless there's several Paladins, where light becomes as important as Salv).




