I really enjoyed the game and I appreciate the fact that you put so much effort into it. There's been many games I've joined where people have simply given up on it. Just a few things, though:
1) How are the people who get killed decided? Is it random or do you decide while writing the story? - This is just a suggestion, but if you can't kill the inactive people, you can always make them enemies; or make them mysteriously disappear and take a new role later on in the game, friendly or not.
2) I know you watch the walking dead - but have you seen the game? That should give you a few ideas. Also don't forget, you aren't limited to two options.
3) It would have been nicer if the choices were more meaningful. Nothing really happens when making the right or wrong decisions. To make it more action-packed, you could force people to choose between two players which should die and which should live. Etc...
4) Like I said in one of my posts a few weeks ago, one of the people killed could be one of the people who got the choice wrong.
5) What could happen instead of people constantly jumping on bandwagons and going along with other people's choices, is instead, we could PM you our choices, rather than posting them in public. That way it's more interesting and a good way to test people.
6) You could have a hp system where everyone has lives. A certain number of wrong choices means they're eliminated, which means the wisest players are the winners. That would make it a bit more skill-based rather than the 'go with the flow' type of game-play.
7) Maybe we could do something else apart from just picking an option. I feel as if players need to be more involved. For a lot of time and effort put into a long story line, it's a shame for people to just go "pick this option" and not do anything else.
There's a few ideas for a future game anyway~ I can't criticize your English because you're definitely improving which is the most important thing.

Nevertheless, it was great to play and I would love to join another, given the opportunity.