The Trouble with New Guilds

Dear all,
I've noticed that a pertinent issue with the creation of good guilds these days is the fact that good guilds already exist, and are plentiful. It is thus impossible to start your own good guild, as most potentially good players would always consider the well-known ones (of whom are probably more than happy to recruit them if they are of any decent quality) than risk joining a random guild nobody has ever heard of.
Therefore, I've created this thread for my (and I believe, many aspiring guild masters) benefit. I would humbly like to ask for advice on how to get a good guild, with members that do not defect, are not too noob, and are willing to keep the guild together.
A bit of background if you're interested: I'm posting this because I've always wanted to start a guild, and, being a moderately good player, I thought that the solution to the aforementioned problem would be to nurture the members from young: get a few competent officers and start training young wolvers, teaching them how to sneak past gun puppies and survive a mecha knight barrage, and as they improve, they'll stay in the guild and continue the cycle until you get the ideal 'good guild'. The problem I'm facing is that 2 months after my guild's creation, a lot of the 'first generation' of trainees have reached 4 or 5*, and simply do not want to stay in the guild, seeking their prospects in other good guilds. Either that, or they remain noobs forever and I never have the heart to kick them.
Help?

Started The Nights Watch in June, and one of the best players we had ended up leaving us. A few others followed suit, as there just werent enough T3 capable players, and Vana runs weren't a consistent thing.
One thing that did, though, was to really bind the rest of us together. The few remaining T3 capable players saw this, and realized that we would never become a full T3 guild if our players joined, got strong, then left. We recruited a few more t3 capable players, brought in a few T2 and helped them to T3 and started growing. We are a tight guild, and it helps that a good majority of us are Redditors (from the Spiral Knights subreddit, where i recruited heavily).
Last thing, go through your list, and remove inactives. Remove players who aren't bettering themselves, or give them a timeline. Send me a friend request and we can talk more about it, if you like. We can also provide you and your players with people to run with.

I always found that if you just want a big, popular and well-known guild filled with the highest and best players, then you're all but a lost cause if you're not trying to achieve this during the earliest possible phases of the game, or happen to have massive influence with these players and are able to convince them to break away from their current guilds to start a new one. If that's your intention, then there's not really a solution.
However...
Personally, I've always rathered slightly smalled guilds and just full of people I know and like. All you usually have to do then is just form a good community and get the people feeling close-knit and comfortable. When they're at their end-game stages, they're faced with the choice of staying with the guild that they're friends with everyone and can arrange runs together, or leave to a new, strange guild and hope for the same atmosphere. If that's your intention then it's largely about what Perronius or Espeonage said; get a common interest or a good atmosphere going and start slowly with some people you get along with well; the founding members generally have to have a good relationship with each other and each recruit they bring in; if new players join and feel that there's a broken vibe between all the officers, it's an immediate turn-off.
Found the guild on a common interest, and/or give it an intriguing or attractive name with a unique basis. If you have a pool of good chaps who'd stick with you, it's a good boost and sets a backbone.