I was hoping to run one player as the server, is this not possible?
In it's basic form, Photon appears to only relay position updates of objects, but physics are only calculated by the owner of any instantiated object, since Photon cannot act as an authoritative server to do server-side physics to relay to clients. This would be a problem if you have multiple users interacting with one physics object.
I've read Photon can be run from your own server to address some of this, but being a non-coder (my game is 99% Playmaker) it's beyond what I am capable of doing. I'm also a bit concerned with gameplay lag as even basic movement had a noticeable delay using Photon when I was able to get it working. My game is a fighting game and needs precision timing as much as possible.
Photon seems better suited for an MMO or strategy game where timing is not so critical and synced physics are not neccessary. I was hoping a direct P2P connection may offer better results, but it's starting to look bleak for getting functional online multiplayer for me.