I ran it for a little while last year. I think it works best with an established campaign setting that your group has been playing in for a long time.
The reason I say this is because about three years ago, I ran a long and successful campaign in my own home-brew setting. My players loved it, but they got to epic level, got bored, and we moved on to other things. Then a few years later, I ran this Incursion campaign in the same home-brew, the one that the players hadn’t visited in a few years. Plus the fact that the group had changed a little bit, and there were a couple people whom had never played in that setting before…
Long story short, I got the feeling that the players really didn’t give two hoots whether or not the Githyanki killed everyone or not. They had fun fighting them, but the overall feel of the campaign just wasn’t right at all.
One other tip I can give is to plan a lot of material in advance. It seems like the issues of Dragon, and Dungeon do a good job of outlining the campaign, but for some reason, I always found myself getting stuck because I hadn’t planned enough. That’s coming from a guy who runs most sessions with a page of notes and some dice. There was just something about the campaign. It seemed like I could never prepare enough.
Oh dear, I think I might be making this campaign sound even more intimidating than you thought it was. It’s not really all that though to run. Just don’t think that you can wing every session and still be able to follow the outline in the magazine.
What setting are you using for the campaign? Has your group been playing in that setting for a while? If not, try to quickly establish a places, people, or things that the players could become attached to. That way when the gith come and tear it all down, the group will be adequately pissed off.
I hope that helps at least a little, if I find my campaign notes, I’ll share some more later.