So I'll just have to sit back and cackle evilly. ;)
I once polled my players for what they'd like in a campaign:
jamesbarrett wanted the chance to play his wizardess character from low levels to world-shaking power. Well, she's gonna have to be that powerful if they're going to survive to the end. So, check.
camstone wanted the opportunity to go on a crusade against a great and powerful evil. Oh, check. Easy check.
laurie_robey didn't have anything so specific; she just wants the usual fare of adventure, excitement, and really wild things. Okay, I think I can arrange that. ;)
The main problem at the moment, is how to involve them personally. Their characters are transplants from an abandoned campaign idea in a homebrew world, moved to Greyhawk to simplify my life. So that gives the group a nice cohesion and sense of group history, but it plays havoc with their ties to the world. There's nobody in the Flaeness they really have any attachment to, and in fact the podunk little nation of Bissel, where they're currently doing their adventurous thing, isn't the kind of place that really seems worth saving, as they know it. I need to give the campaign a feeling of "home," so they'll care about what happens there. I have some ideas on that topic, but I'm open to more.
Any ideas? Suggestions? Players? Readers?
PS: Actually, there is one other little issue, but it should be manageable ... which is to keep my campaign from messing with jamesbarret's Greyhawk-based campaign, and vice versa. I deliberately put my game near-but-not-RIGHT-IN his so that they could feed off of each other if desired, but they don't have to interact. We've had some hints of where his might go, and they seem to point mostly towards south and central Flaeness, with a few exceptions. Castle Greyhawk has been mentioned, as has the Azure Prince. The furthest north he's mentioned so far is the Valley of the Mage, which is at the furthest southernmost tip of where I plan to do anything in the immediate future. So we should be safe, there.