I'm currently running a few campaigns, all of which I write myself. I sponsor the D&D club at the high school where I teach, and each term I run a 6-8 game campaign for new players. I have two groups running the same campaign in alternating weeks.
It's set in and around the small city of Feolinn on the Menagerie Coast (Mat Mercer's Explorer's Guide to Wildemount). The set-up is that the players arrive at the start of annual Wine Festival, hoping to find work and maybe a bit of a vacation. They immediately got mixed up in an ambush and were imprisoned beneath a ruined villa, so the first session was them figuring out how to bust out while rescuing the aged wizard who was the real target of the ambush. Clues indicated that the wizard was targeted as part of a general plot to disrupt the wine festival, along with a symbol they didn't recognize.
Session two was them agreeing to help uncover the plot and research the clue, which they discovered was the symbol of The Remnant, cultists of Vecna who were thought long-defeated. In return, the party was offered room and board at an inn run by the wizards old, retired adventuring buddies, and an uncommon magic item randomly drawn from a bag of holding. They explored the town a bit and got up to some hijinks at the casino and fair, but on the way home were attacked by beasts that had somehow gotten loose from the fairgrounds, eventually defeating the pair of giant scorpions.
Session three was them investigating how the scorpions were released and what happened to the missing guard from the fair ground menagerie, which led them to a ruined temple in the nearby forest where the guard's blood was being used in a ritual to communicate with Vecna. The lead cultist, clad in red, escaped after summoning a greater zombie, but the party were able to get some information from his subordinates and learned that the lead cultist was a political rival of Feolinn's leader, the Marquis. On their return to town they noticed growing signs of unrest.
Session four had them reporting what they had learned and then returning to their inn, where they discovered that their server's children had gone missing (their server was the wife of the town manager, the Marquis' assistant, in effect). Eventually they tracked the children to the sewers where they were being held for a sacrifice by more cultists who were planning to use them in another ritual and to create further unrest in the town. The cultists were controlling a Nycanoloth, way too powerful for the party to defeat directly, so they had to figure out how to release it so that it turned on the cultists. A clue indicated that the Red Cultist was after two powerful objects that might be able to channel Vecna's power. After rescuing the kids they encountered a protest against the Marquis' weak rulership.
Session five had Maya sending them, via teleportation Circle and ring of spell storing, to an ancient, abandoned dwarf city underneath the volcano Mt. Mentiri so the party could beat the Red Cultist to the first object. They had to endure increasing heat exhaustion to find the object at the deepest level of the city, on a bridge over a lava lake inhabited by the ancient phoenix Desirat. The Red Cultist arrived at the same time so they had to fight him, elementals that were attacking both sides, and lair effects from the imprisoned phoenix. This was designed to be extremely challenging and the party was barely able to escape with their lives, while the Red Cultist secured the artifact for himself (this was by design, to raise the stakes in the last two sessions). Both parties narrowly avoided several deaths (one flirted with a TPK but pulled it out).