I've run a couple of evil campaigns, in my time. It's hard to define what evil is, in such a campaign, until you actually have the players interact with the world. They might try to corrupt the entire political structure of a Lawful Good domain, or they might go around punching babies.
The goals of evil characters aren't much different than those of good ones, in a D&D style campaign; kill things and take their stuff. In other words, try to obtain ultimate power. OK, that's a gross generalization, but not to far off for most games. All that they differ in is the methods. Are they puppeteers who work behind the scenes pulling political strings, or are the brutish thugs who subjugate through terror and force of arms?
In one campaign an Assassin liked to fly over mid-sized towns, in the dark, and sprinkle trolls that had been cut into bite-sized cubes into alleyways. It did a pretty good job of weakening the kingdom by pulling soldiers to places he wanted them to be, so that he could make moves where he didn't want them to be. Call him a creative thug.
Another, a chaotic evil Elf, captured a Paladin, stuck a Ring of Regeneration on him, then spiked him to a wall in his keep and used him for archery practise when he was bored. Otherwise he spent his time at political machinations and general outdoor adventuring.
Unless you're going to set specific goals for them, the way that you would for a Good or Neutral/Unaligned party, it's the players who are going to define the goals of Evil. That means creating convoluted systems might not only be premature, but limiting to the scope of your campaign.
But what if it's an
evil charity?
GSSF - Greyhawk Save the Succubi Fund