1) Settings grown organically
generally seem to work better than ones designed from the top
down.
2) A game world should provide for an incredible diversity
of environments and experiences, that way there should be something
for everyone. You want to constrain the imagination of DM's as
little as possible eg if the DM wants a game in a tropical rain
forest, then provide land for such an adventure.
3) You should
concentrate on the interesting stuff, not the economics of producing
lamb in lower slobbovia or the cost of green beans in upper
hallack.
4a) Beautiful maps are a must.
4b) Great sounding names are also a
must, nothing ruins the atmosphere of a game more than a poorly
chosen name .
5) The world should make geological, geographical
and environmental sense. If you're going to depart from normal
logic, then you should provide an explanation for it
6) The
setting should try at being system neutral ie you should be able to
use it with most forms of D&D at least. The more you lock out
systems, the more you are reducing your potential audience.
7) It
should come with some interesting back stories, which even it
they're not played out in game, should be fun for the DM to read.
8) It should provide plenty of hooks for players to become
involved (point 9 is part of this ...)
9) The setting should
provide political/military dynamics of what might be happening now
and into the future. A lot of worlds are presented as being
static.
10) Don't base your fantasy cultures too closely on
earthly cultures. The closer you get to a real world culture, the
more out of place fantasy elements like orcs and goblins feel.