Power

You're the guardian of the railway. If someone's being unsafe, unsanitary, or just uncool, you can kick them right out onto the platform and leave them behind. You should probably have a better reason than just that they're uncool, of course, but knowing you could do it should make you feel powerful enough.

If there's an announcement to make, you're the one making it. If you don't have anyone getting off at a certain stop, then you really don't have to stop there if you don't feel like it. And should you want the train to stop at that very moment, all you have to do is pull that little emergency break lever next to you—or call down to the engineer and make them do it.

 
At least you don't have to worry about sharks. (Source)

That's right, you have a whole team of people who have to do everything you say. Ships have captains and planes have pilots; you're the train's version of this ultimate authority. Please try not to abuse that power, for your own sake; if the crew mutinies, walking the plank isn't a great option when you're travelling over land at ninety miles an hour.

There's one nemesis of yours that you'll battle for power every single day: time. Time's such a big enemy to trains that a hundred years or so ago, the world decided to split it up into zones just so that locomotives would have a fighting chance (source). 

The success or failure of your job is based in large part on your ability to meet your arrival and departure times. If you're falling behind, it's up to you to make up the difference while still making every scheduled stop.

Just try not to go too fast; the other nemesis of yours is physics, and a train can only take a curve so fast before it just starts going its own way.