Ran across this article and thought it not only would help me, but might help you: http://lookrobot.co.uk/2014/01/06/three-game-plot-make-actual-game-happen/
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I think that if you have a committed gaming group that you know will be playing together next year, and two years after that, and they have set times for gaming, then this method probably isn't for you.My experience with those long-running campaigns is that they genuinely do work much better if I've given quite a bit of thought to the campaign story and structure, including the end, before I start. That is, the benefit if I do plan the full 12-months, rather than just the three games the article suggests. (It's perhaps worth noting, though, that these days I sub-divide my campaign into blocks, each of which is generally three sessions, with a sub-beginning, middle, and end. So even here, there's value in the "three game" structure. With the three-year D&D campaign, I also found it very useful to split the campaign into three year-long 'volumes', again each with a beginning, middle and end. Conveniently, these matched up with the low-, mid-, and high-levels.)
Ultimately, I think it's about determining what you want and what you (and your players) can reasonably commit to. If you're not sure, then the suggestion to go for a smaller commitment (potentially with an open-ended option to "pick up the game for the next season") is good advice. But if you do want to go for the sprawling epic, and you and your group really think you can make it work, then go for it!