First things first - welcome back to enjoying more gaming. Mental health is a big thing.
However, I still have difficulties getting started, keeping going, and overall finishing the work. By that I mean, organizing play, creating rules documents, developing campaign material, prepping sessions, etc..
So, folks that create material for home games and publishing; How do you do it? How do you get your motor started, stay motivated, and finish the work?
Here's this for me, I don't know how much of it is more generally applicable. Also, while you posted this in TTRPGs general, I'm talking about D&D and other games like them. For the Story Now games I run it's much less prep and therefore less motivation needed.
First, I love to build settings. It's
my minigame when I'm not at a table. I have a document of more settings than I have life left to run them, and I keep coming up with more. So at the beginning of a new campaign I take a few of these that are scratching my "yeah, it's time" itch and pitch them. All of them differ from generic or kitchen-sink settings enough that they will bring their own questions and charm the entire time I'm running them.
I put together a group out of gamers I know, and ones they vouch for, with committing to the schedule before even picking which pitch. Since the pandemic it's usually been a bi-weekly weeknight, play down one.
As all of this is happening, people are discussing the pitches and stuff on Discord. We usually have picked which of the pitches not long after we have all the players, if not we have an informal "Session -1".
Session 0 is not just about creating a party and all that, but also about player needs from the world. If it doesn't impact what I have planned (and at this point I have
setting, and some thoughts about
campaign seeds, so there's not a huge amount planned, then I allow it. And I've had huge changes get suggested. Last complete campaign had the world be the body of a murdered god and the skull it's moon, dwarves genocided, several common races artificially made, portals to fiendish realms and an order of knights to watch them. This gives me great player buy-in, as it is their world too. Helps maintain their interest, gets immediate motivation on quests realting to things they came up with, etc.
I then start to plan a campaign. I go out through some Act II ideas, but I'm willing to give them up based on player interest and character actions. I often have multiple hooks available, and ready to improv if they go in a direction I hadn't expected. I don't run level-specific settings, but I do telegraph when the characters think something will be particularly hard - or easy.
So as the campaign is going on I have:
High level planning - where the current Act of the campaign seems to be heading, and all the various fronts and influences going on.
Wide planning - what are the most likely things they are going to be doing next, worked out in broad strokes with room to flesh out and not a lot of details.
Narrow planning - things I expect to come up this session, down to the stat-block level.
Yes, a chunk of my planning the characters don't hit into. But it's done only at a high level and not a big investment of time. I often get to recycle it when the circle back, or expand it if it would grow without intervention. Plus having it makes it much easier for me to improv when they go in a direction I wasn't expecting because I know the movers and shakers and dynamics of what's going on.
Staying motivated is all about my group. That energy from running a good session, the AH HAs! as they figure out things that go together, and all that. In my planning, I try to kill the PCs - repeatedly and without remorse. But at the table I'm their biggest cheerleader and their successes energize me, while their failures fill me with resolve.
Now, I have ADHD, so my motivation triggers differ some from neurotypicals. Creative and urgent are among them to a generally higher degree, and important is less of a trigger than it is with some. The creative part - thinking up what comes next, having the flexibility to adjust what's there because it's all homebrew setting and adventures, plus practicing Schroedinger's Plots where nothing it true until it hits the table during a session so I have given myself permission to improve things as long as no retcon is needed. That creative work just happens at random times in my life. The detailed session prep I usually leave for the night before (or sometimge the night of) the session, though occasionally I'll get caught up in something and hyperfocus on it, and when I emerge from the zone hours later I have things like a fully stocked dungeon with lots of lore.
Then there comes a point where I'm done. My last four campaigns were 4, 7, 3.5 and 3 years each, playing bi-weekly and usually taking a gap during the summer. But there come a point where I'm doing it for the players instead of for myself, and I'm getting better at noticing that, and then steering it to a conclusion when that happens. Let me correct that - those campaigns all had successful and satisfying conclusions, what I'm getting better at is giving the players the choices that lead them to those sussinctly when I start to burn out.
When I'm done with a campaign, I usually take a break before running again, at least 3 months. Sometimes the group continues with someone else stepping up to run, other times it dissolves and I'll build anew for the next campaign.
One point of motivation is that I try also to be a player in a different game, so I don't start to miss being on that side of the GM's screen.
I hope you can mine this for points that are relevant for you. The summary is the creative work keeps me engaged with large-scale prep, I just enjoy the actual running, and the player are what motivates me for the detail-level prep. I focus the campaign and to a lesser degree the setting around player interest and limited authorizal control to motivate them, so they stay engaged. And we have a regular schedule we have marked on our calendars in advance to keep the tempo moving.