I like to think of God as a really good GM. One that wants all of his sentient, sapient players to have a long and fulfilling campaign.
He set us the setting and the rules, and he plays by them as well, except in very extreme circumstances or in the grey area that the rules don't cover.
He does this because too much meddling, even to get the players out of a tight spot, and their actions don't have meaning. He might drop them a clue or an item here or there, but He's just giving them better odds.
There might be bad players in the campaign, but sometimes what they contribute makes the campaign what it is, so often He lets the players police their own.
And he planned out the campaign way before any of the players even got an invitation. He didn't decide to run the game just before the players arrived.