Theory of Games
Storied Gamist
See you've had a pretty good road as a GM: playing what you like with active players. You've never ran into a problem that caused you to rethink the system or setting and that's greatThe long-term years-long campaign is an idealized romantic notion perpetuated by media (stuff like CritRole) and ads (this canned adventure will last many, many levels- think of all the fun times you'll have going from 1-12, or 1-20!).
It certainly exists, I've had a few campaigns that went the distance and they were cool, but more often than not they weren't planned to go for years and honestly it probably would've been just as fun having a series of shorter games that we knew beforehand would be finite.
It can be difficult to keep interest in a campaign that's been going for a year or more. At that point I'm probably running on the fumes of player enthusiasm and wanting to put a bow on it rather than let it fizzle out.
I think the longest interest I kept in a campaign was a West Marches game, where I was running 2/week for 2 years... I was able to be very creative there and the hundred or so adventure locales that I had sprinkled throughout the land (almost all Michael Prescott Trilemma Adventures) were pretty interesting and all had their own little things going on.
Not to mention that in that game, the players were the ones deciding what was important to them... there were some events happening in the background, but they were sharing the load.

Been there so many times. I sucked when I had to stop, but it's also a relief because usually my dislike of the system is driving me nuts.That happened to my group when I ran Fantasy Flight's version of Rogue Trader way back in 2010-11. In this particular case, after a few sessions, the players and I (DM) had a little chat about how much we disliked the system. We ended up deciding to play something else.
I ran 5e twice and determined I liked playing it more than running. But I can play almost anything (except FATE)Right now I'm running D&D 5E (2024) set in Greyhawk and I'm not really feeling the game system all that much. However, I've got a group of players who enthusiastically participate, which, in turn, means I'm willing to overlook my problems with the rules. If I were simply miserable running the game, I would just tell them and we'd play something else.
That's a GM horror storyI was running a Cthulhu campaign and the PCs were all students at Miskatonic University. Out of five players, only two of them were interested in playing. One player would just have his character do stupid, disruptive things when he was bored. Another player would deliberately ignore plot hooks. They just weren't interested in playing, so I don't know why they agreed to the game. The situation was untenable, so I ended the campaign early, and we ended up dissolving as a group. Three of those players left and I got four new players in return. Much happier now.
