Goal would be to let the players or GM to do more in one session than normal or explore a different style of play.
Okay, so, imho...
To do more in one session - two GMs can support this in a couple of ways.
You can split the party, for example, and run the two parts in parallel, rather than serial. However, if you haven't planned for it, you lose a lot of that gain as the GMs come back together and brief each other on what happened to each sub-group. Also, this runs into issues if the two groups expect to communicate while separated.
Large set-piece combats with many opponents - this is a place where multiple GMs can really shine, as they can divide up the opponents and speed up conflict resolution. This can take practice, but can become quite speedy if the GMs are bright about how they split up the work.
Complex social scenes - like combats, it can be a pain in the neck if there's seven different NPCs that the players want to talk to, but it all has to go through one GM. With multiple GMs, you can split up the NPCs.
The biggest thing is all of this is that the GMs must work together before the session to plan out how they're likely to break things up, and both must understand what all the NPCs are like, and so on. Preparation is key, as the GMs need to both agree on things so they don't tell each other, "No, wait, that can't happen..." or the like.