For me, good horror is about good descriptions of the scene which then help evoke the emotions associated with horror. It can be fear, disgust, dread, uncertainty (especially of the unknown) - all of which are usually associated with death, pain, or the realization that your reality is not what you thought it was.
A GM should not just state what it is the characters are seeing, but instead should describe the sights, sounds, smells, emotions, visceral reactions, uncertainty, uncontrollable emotions, and more that are associated with what the PCs face. Additionally, there should be prep work associated with this - building up to it with unseen sounds and smells, clues that suggest not all it what it seems, and more. Build-up is hugely important.
"Show, don't tell" as the saying goes.
However, it's possible to numb your players/PCs to horror. Good horror is an emotional rollercoaster. It needs to have breaks in the fear, stop points for laughter or at least a sense of calmness or safety. Then, rip it away when it's unexpected and you can get a good jump scare. (If you think that can't be done in PbP games, think again - I've done it!).
Even with all that, you need good buy-in from your players. Encourage players to be descriptive with their PCs, especially with their emotions. Emotions play a huge part of horror, and without the emotional impact of fright, you're never going to get a good story. It's not just emotions like anger, disgust, fear, etc... Players can also speak to their racing heartbeats, butterflies in their stomach, nervousness, a rumbling gut, and other physiological symptoms. Or players can write flashbacks which show why this particular scene is especially horrifying to them, personally.