I want to offer a metaphor for the challenges you'll encounter as GM of a long-running roleplaying campaign. That metaphor is this:
A long campaign is like a road trip you undertake with your friends.
A thread about damage got me thinking about a few optional rules for Grand Adventure: Conditions (for nuanced tracking of injury) and Equipment.
I'm running a play-by post game, called Super-Sheriffs of Sagan City. I've been thinking about publishing the setting as a standalone thing. I want to talk about some of the challenges of doing so.
I think I have some sort of mental block about "story games", like Fiasco. Part of it is my specific experience with such games, where the play group is basically there to go after each other's characters. I prefer cooperative to competitive play, so I react badly to that style. But maybe it can work out...
Wake Up Sheeple!
Short version: everyone who's in on the Conspiracy gets GM privileges.