And since this is ttrpg general, not d&d, some games don't have levels.
I ran WoD game for 1.5 year. It was inspired by Supernatural early seasons "monster of the week" format and Dresden Files books. It was 6 players + ST (me) group. They started as normal humans that slowly dipped more and more into WoD and then, inspired by Block by bloody block supplement, game changed more into city territory reclaiming and protecting normal people from predators. By the end, we had 3 Hunters, 2 Mages and one Werewolf. Most sessions were standalone adventures, so it was very flexible scheduling wise.
Most sessions, they would get 2-3xp, and +4xp for every "milestone" they achieved. So after 60 4-5h long sessions, they had around 160xp on average ( some more, some less, depending how many sessions someone missed). It may seem a lot, but when for example raising STR from 3 to 4 costs 20xp and from 3 to 5 costs 45 xp cause you need to pay for every dot separately ( its new dot * 2 for merits, *3 for skill, *5 for attribute, *7 for supernatural ability), it does 2 things. First, it stops characters from becoming ridiculously overpowered. Second, it encourages horizontal growth more than vertical ( new skills, new merits). While characters don't necessarily get more powerful, players still feel and see their characters growing and evolving.