TheHand
Adventurer
I've had a few experiences with this in different capacities:
1) Secret GM: 2 GMs wrote the campaign, but only one visibly ran it: The other "infiltrated" the group as another Player (we did not know he was the co-GM until the final game of a year-long campaign). He would help steer the story from that perspective, and his character ultimately had a 'shocking' fate at the end of the campaign.
2) Troupe Style: The Players rolled up 2 (or more characters). The GMs shared the world and some over-arching story-concepts, but 1 character went with 1 GM and the other with another GM. The 2 GMs would swap during a single play session between chapters. While seemingly independent, events the 2 parties did affected one another, and they had some contact (it was possible for your character to even swap "GMs" or "guest-star" in the other party). The 2 parties would occasionally collapse into 1, especially during big climax moments.
3) Same party, round-robin GMs. Usually each GM took turns running a session. While They shared basic adventure ideas between them (and discussed overarching meta-events), the details of their individual sessions were secret to one another so they could enjoy taking a turn as a player.
In each case, while a different strategy was employed, we all had a lot of fun! I think the key ingredient is to have 2 GMs who really know and can trust one another.
1) Secret GM: 2 GMs wrote the campaign, but only one visibly ran it: The other "infiltrated" the group as another Player (we did not know he was the co-GM until the final game of a year-long campaign). He would help steer the story from that perspective, and his character ultimately had a 'shocking' fate at the end of the campaign.
2) Troupe Style: The Players rolled up 2 (or more characters). The GMs shared the world and some over-arching story-concepts, but 1 character went with 1 GM and the other with another GM. The 2 GMs would swap during a single play session between chapters. While seemingly independent, events the 2 parties did affected one another, and they had some contact (it was possible for your character to even swap "GMs" or "guest-star" in the other party). The 2 parties would occasionally collapse into 1, especially during big climax moments.
3) Same party, round-robin GMs. Usually each GM took turns running a session. While They shared basic adventure ideas between them (and discussed overarching meta-events), the details of their individual sessions were secret to one another so they could enjoy taking a turn as a player.
In each case, while a different strategy was employed, we all had a lot of fun! I think the key ingredient is to have 2 GMs who really know and can trust one another.