Insight
Adventurer
You almost have to take a break from the regular campaign every once in a while, lest stagnation set in. But there are alternatives to GM burnout.
Our current group (the main one we'll call it) has been together about seven months. We started this large group with a D&D campaign. I created a lion's share of the game world, with bits and pieces contributed by others. At the outset, we decided that we would rotate GMs during the course of the campaign world. Everyone would GM, and thus, everyone would have some ownership of the game world.
This scenario really helps stave off GM burnout. Assuming you have both buy-in from all the players (at least the ones who will play GM), and a committment to actually take their turn when it comes time, this will work. There is a certain amount of trust required, and I would only recommend this sort of rotation with more mature gamers - less mature gamers might be likely to seek retribution against a former GM for something that happened in his/her adventure, among many other potential problems.
Our current group (the main one we'll call it) has been together about seven months. We started this large group with a D&D campaign. I created a lion's share of the game world, with bits and pieces contributed by others. At the outset, we decided that we would rotate GMs during the course of the campaign world. Everyone would GM, and thus, everyone would have some ownership of the game world.
This scenario really helps stave off GM burnout. Assuming you have both buy-in from all the players (at least the ones who will play GM), and a committment to actually take their turn when it comes time, this will work. There is a certain amount of trust required, and I would only recommend this sort of rotation with more mature gamers - less mature gamers might be likely to seek retribution against a former GM for something that happened in his/her adventure, among many other potential problems.