Rules and Guidelines
Because there are multiple DM's in this campaign we must make sure to have consistent rulings on game mechanics in order to minimize player confusion and make the various sessions have cohesiveness.
Harrison's Three Tiers of Play
Over my five years of Dungeon Mastering I have developed a theory of the three levels of play and the cycles they must go through to keep a campaign and sessions going. I offer them here for your consideration.
Level 3: Lore, Loot, and, Levels
Level 3 is the campaign level and the one that takes the longest to cycle through. Lore represents the quests or information(about the immediate story or the larger world) that players gain through their adventures. Loot is the money or items they gain to help them. Levels are just the character levels players gain through play. Players are motivated by all three of these to various degrees and in order to capture the long-term attention of players they must be making progress in all of these areas. These areas also feedback with each other so that as players get the reward of one (new level, weapon, or quest resolution) they are moving closer to another.
Level 2: Exploration, Encounters, Interaction
Level 2 should cycle at least once an hour preferably every half hour. Players explore the environment this exploration should lead them to either an encounter or an interaction where they must overcome some obstacle. Encounters are situations where violence has either started or could break out at any moment. Interactions are calm social situations where persuasion and role-play will solve problems or a situation where the party faces some sort of puzzle or mystery within the environment. Some players like one of these areas more than others but all players will appreciate cycling through all three. Repetition of one of these will slow down the session and leave some players disconnected.
Level 1: Reveal, React, Resolve
Level 1 is the level where players interact with the game mechanics and should restart very quickly. Players actions should cause something to happen which is revealed to them. Then the players decide their course of action as a group or individuals. Then the players and DM use the game mechanics to resolve the consequences. Players love to be rolling dice and using their character's skills so make sure to give them opportunities.