Ravenous Bugblatter Beast of Traal
I'll be honest - I am not enamored of my campaign ideas. They are serviceable, but nobody would look at them and go, "OMG! That's the coolest thing ever!" To be honest, I don't really *want* to create such a beast, because a super-duper-cool campaign idea is... like an NPC that is higher level than the PCs. It outshines the PCs. It structures the game, and confines the PCs to deal with the super-duper-cool campaign idea. My campaign hooks are good for giving the players something to hook onto, but they aren't all that special in and of themselves.
My strength is to put out a shell, see what resonates with players as they consider characters, and then expand upon the items that they seem interested in. I add other elements as play progresses, and anything they latch on to becomes a more notable element. So, my best arrangements come from them.
Plenty of love for following the direction the players put out. With the "super NPC" analogy, there's a writing big about "Kill your darlings" - in other words anything that you've fallen so in love with that it will warp the rest of your story needs to go.
That doesn't mean you can't have cool campaign ideas (or cool NPCs), it means that you can't let them take the spotlight or the choices away from the players. And if they do, get drastic with them.