When i make a multiplayer game, all characters are controlled by everyone

When i make a multiplayer game, all characters are controlled by everyone…
by this I mean that anyone who joins the game will be controlling everyone in the game. here is my script to join the game:
using UnityEngine;
using gui = UnityEngine.GUILayout;

public class GameMenu : MonoBehaviour
{
    public GameObject PlayerPrefab;
    string ip = "127.0.0.1";

    public void CreatePlayer()
    {
        connected = true;
        var g = (GameObject)Network.Instantiate(PlayerPrefab, transform.position, transform.rotation, 1);
        g.camera.enabled = true;
        camera.enabled = false;
		AudioListener.volume = 0;
    }
    void OnDisconnectedFromServer()
    {
        connected = false;
    }
    void OnPlayerDisconnected(NetworkPlayer pl)
    {
        Network.DestroyPlayerObjects(pl);
    }
    void OnConnectedToServer()
    {
        CreatePlayer();
    }
    void OnServerInitialized()
    {
        CreatePlayer();
    }
    bool connected;
    void OnGUI()
    {
        if (!connected)
        {
            ip = gui.TextField(ip);
            if (gui.Button("connect"))
            {
                Network.Connect(ip, 5300);
            }
            if (gui.Button("host"))
            {
                Network.InitializeServer(10, 5300, false);
            }
        }
    }
}

and this is my script to control the player:

using UnityEngine;
using System.Collections;

public class Player : MonoBehaviour
{

    // Use this for initialization
    void Start()
    {

    }
    float x, y;
    void Update()
    {
        if (Input.GetMouseButtonDown(1))
            Screen.lockCursor = !Screen.lockCursor;

        if (Screen.lockCursor)
        {
            x += Input.GetAxis("Mouse X") * 5;
            y -= Input.GetAxis("Mouse Y") * 4;

            var rotation = Quaternion.Euler(y, x, 0);
            transform.rotation = rotation;
        }
    }
}

For your player, you need something like

if (networkView.isMine) {
  // do all the input handling
}

(you probably have a NetworkView on the prefab for the transform synchronisation)