While all this is true, there is an unfortunate tendency of some DMs to take the word "master" to heart, and believe that it is their role to dominate the players, decide what will happen in the adventure, and make sure nothing happens that he doesn't want to have happen. This is especially true with novice DMs, who haven't yet learned what a DM is supposed to do, and what he isn't supposed to do.
And when you play with a DM like that, players get frustrated with all the limitations imposed on them, and they quickly lose desire to play in that campaign. Some call this railroading. It's the feeling you get that what you decide to do doesn't really matter, the adventure is going to play out the same no matter what, and the DM is going to make sure of that.
That's what it is to be a good DM. It's not about you, it's not about your power, it's not about getting your way, and it's not about having monsters that can defeat the players. Your job is to serve, and serve with a smile, and during combat, it is your job to lose, and lose gracefully. It's about making sure your players are having fun, from the time they sit down at the table until the time they go home.
If you insist on being the "master" and not the "servant", players will get frustrated with your campaign and won't want to play. It's that simple. I have seen this happen to DMs who made great plans with their campaigns, they played one time, but no one ever wanted to play in their campaign again.
I try to avoid too many side-quests, I find they de-focus a group and make it more difficult to understand what the main goals are when there are too many distractions. It is important to reward players with experience every time they defeat a monster, find a clue, solve a puzzle, or advance the story. Usually, I grant story experience which far exceeds monster experience to keep the players leveling up. A first level party should quickly advance due to D&D's extremely low experience point requirements to obtain third level, it should take only one session to get there.
It is hard to recover if you've been an oppressive DM because your players may never get over the first bad impression. I would say, talk to your players, admit that you acted inappropriately, and promise to go in with a totally different attitude.
If you are a "bad" DM and you alienate your players, they will not want to play in your campaign world again, and your campaign world is effectively dead.