Unless I'm misstaken, Project Synapsis was the first campaign I ran in the Age of Information. At this point the rule book was still under revision and I remember quite a lot of the gear lists grew rather substantially during this campaign...
SetupSet in the gnomish city of Noravon with some 75 million inhabitants (mostly humans) the initial plot was for the characters to be recruited by remnants of the Order of the Falcon (an order of assassins and spies from previous Centuria ages, still active in the city) and given high-profile clandestine missions to accomplish. The whole setup was fairly inspired by the Shadowrun setting - though unlike Shadowrun there's less place for sword wielding samurai and magic is not so overtly used.
This is usually how I begin a campaign: with a concept idea with some thought through realism. I choose a mission approach because its easier, from a story perspective, to handle players not being able to join a particular session.
The next big obstacle to tackle is group cohesion. From my experience the best roleplaying requires a balance between internal conflicts and cooperation. Obviously you don't want a group that will tear itself apart from internal strife (at least not for campaigns...) - but equally bad for story telling is a group where everyone just stick to their role and never interfere with the others. But yeah; its usually the conflicts that become a problem...
In this campaign there was an additional dimension to this issue. As the characters were recruited by the Order of the Falcon it seemed likely that a) the Falcons did a thorough job in assessing the people they planned to recruit b) the Falcons would pretty much kill off any team that did a poor job. Thus I felt it very important to get the group cohesion as right as possible directly from start.
The obvious path to achieving this would have been to let the players in on the story and have them design their team together - but I didn't want that. I find there is too much roleplaying to be had and experienced in that first encounter between players to take it away. Also the uncertainty about what business they are getting involved in adds for better playing.
The route I took was to run a single player mission with each of the players right after they finished creating their character. Not only did it give me good intel on each character but also gave each player a chance to test out their skills and really find out what their character was good at. It took more time obviously, but was worth it all the way.