It starts from a very simple observation I have made when trying to set up roleplays. When the time comes to determine what player should I try and include in a roleplay, I choose the following answer: those who would make it so that the largest number of players will benefit in the end. That means: let's avoid glory hogger who will try and "solve" the roleplay all by themselves, even to the point of - voluntarily or not - pushing others out of the roleplay; let's take in those who take the time to spread information so that others can join in the roleplay; let's avoid those who will just get impatient and want to know what mob/PC to bash and will not take any time to think on the situation first; and so on. When I set up roleplays, I do that to hopefully make people enjoy themselves... so it makes sense that I would choose to include first people who will help me achieve that, and who will help others enjoy themselves as well.
And often, I find that those characters that I would really like to involve in the roleplay, because they will be an asset to take along and will help more people have fun, ... very often, I find that those characters kind of suck from a technical point of view. Those characters who are more oriented towards making more people than just themselves have fun often spend most of their time interacting with others than bashing mobs/training/questing.
So, naturally, I have tried to set up several options that would allow those people - who more or less suck skill-wise - to still do what they do most of the time while they are online (i.e., generally sharing information, interacting, roleplaying, helping newbies and not-so-newbies, creating roleplays for others, ...) while offering options to not remain so low skill-wise.
One of the solution that came to mind was to grant those people skill points, that they could then freely use to increase their skills directly, without forcing them to take away time from their favourite activities in order to train those skills. Another solution consisted in allowing those people to train "more effectively", that is, in increasing their experience gain and skill improvement rates.
All those solutions though require one thing: they can only be applied once those people who "deserve" those advantages have been identified. They could be hand-picked by imms, but I can already hear the obfuscated shouts of "Favouritism" filling my ears.

So, naturally, other ways to identify them have to be found...
One of the solutions I offered was to take into consideration the time online spent interacting with others (i.e., using smote/say/... with another PC). That was discarded because (I think) some imms thought that it would reward those who just chill out on the Market Square and chat nonsensically all day long (while the goal was actually to capture any kind of interaction). So, the idea is to try and come up with other ways to "identify" those people who would deserve this kind of reward/advantage.