Organising the campaign
I do understand your problem, Gnomeworks. I had the same situation recently, where I had to sort out the details for an
Ars Magica campaign that was floating around my head.
What I settled on was tackling it from several directions at once. I know that it sounds inefficient, but that way you are most likely to get your ideas down and sorted out, rather than just focussing on a single area. I prefer to use Word for writing, so I started creating documents with broad headings, things like
- House Rules (to accommodate those changes that you ideas may require)
- World Details (stuff like where important places are, what groups have power, etc)
- Local Details (if you know where the campaign will start then begin to fill in those local detials like geography, population, beasties, rumours, myths, etc.)
- Important NPCs (early on thse won't have any stats, just notes about what they are like and what they do)
- History (try and provide something of a backdrop of history, even in broad terms, to make the sequencing of events seem more real)
- Future Events (the seeds of adventures, and ideas for the direction the campaign might take)
- Concepts (a rather catch-all category, which I use just to jot down ideas which I can't fit elsewhere right now)
By having these various repositories, I find that my ideas can spark off one another and feed through into revised ideas, e.g. detailing a certain NPC gives me an idea for a group that he might belong to which has repercussions on the rest of the world and maybe history.
At the last, don't be afraid to change your ideas or ditch ones that don't turn out to work with the rest of the setting the way you expected it to.
On a pratical level, I print out these documents and put them in display books (the kind with the clear plastic pockets). This preserves them and also provides a convenient write-on/wipe-off surface, which I can take notes on to add to later versions (or agin abandon if I change my mind).
I hope this helps, GW.