Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
I'll usually do a large-scale map with a few details filled in and a two-pager of background info for the players. One thing I encourage is for the players to share world-building WITH me. I want their ideas and suggestions and incorporate them in one form or another as we play. If the campaign continues on I'll update info in a more comprehensive format for player reference, but it's never been more than 10-15 pages and a few maps.
Usually the trope will be that the players hail from a relatively small region of the world and are more or less unfamiliar with the outside other than a few tidbits of lore they've picked up growing up. This allows a primary pillar of play, EXPLORATION, to actually mean something. The players see and experience fantastical, new things. Think of the Hobbits in Lord of the Rings. They had a smattering of info of life outside the Shire but most of it was little more than rumor and old tales.
Going off topic for a bit: I you like collaborative world-building, I can point you toward the quick rules for world mapping that Beyond the Wall (an OSR) uses; its really fun to use with your table at the start of a campaign. In short, each players takes turn in adding stuff on the table, going around the table twice. They decide a vague direction (north, west etc) and a distance from the starting point of the campaign. They then roll a 1d8 to see what kind of feature they add to the map (a town, a dungeon, a place of power, a ruin etc) and then make a Int check to see if the information they know is reliable; this result is not shared with the players, so the PC can venture in a dungeon thinking they know what they are about to face relying on false information. The DM then ask for a last turn of the table where each player can add a element of flair to one location of another player.
I was thinking that people who love to share world building with the table might love those rules.