my advice as a fellow mod who loves modding is: do it yourself. if you're worried about being overwhelmed by the amount of work required to run a game yourself, then limit the number of players allowed to app. if you don't think you have enough time to run a small game, then you definitely don't have enough time to run a large game, no matter how excited you are about your ideas.
"but that's why i want a co-mod!" co-mods are a bad idea in general for all the reasons you and the other anon mentioned. the best games i've been in have one head mod who is solely responsible for the game's plot and worldbuilding. they write the events, including the tdm. they answer faq questions. they advertise on plurk, respond to player concerns, are proactive and enthusiastic in the forward momentum of their game, and they delegate repetitive tasks to helper mods so they have more time for the above. helper mod duties can include moderating the discord group, coding aesthetics for the game, processing apps and activity check, and updating the taken/drop pages. helper mods are also great for bouncing ideas off of and getting second opinions from. often these helper mods are volunteers from players already in a game who intend to stick around.
with this arrangement, there's a clear division of power and responsibility between you and the other mods. if a helper mod isn't updating their list in a timely matter, then confront them kindly. they'll either get to work or step down, and if they step down, helper mods are far easier to replace than co-mods. like the other anon above said, finding co-mods who want to write and host interactive event posts with you is a big ask, and you'll have trouble finding anyone reliable because no one is going to be as excited and willing to put in the work for your game as you are.
Re: MOD'S PET PEEVES
"but that's why i want a co-mod!" co-mods are a bad idea in general for all the reasons you and the other anon mentioned. the best games i've been in have one head mod who is solely responsible for the game's plot and worldbuilding. they write the events, including the tdm. they answer faq questions. they advertise on plurk, respond to player concerns, are proactive and enthusiastic in the forward momentum of their game, and they delegate repetitive tasks to helper mods so they have more time for the above. helper mod duties can include moderating the discord group, coding aesthetics for the game, processing apps and activity check, and updating the taken/drop pages. helper mods are also great for bouncing ideas off of and getting second opinions from. often these helper mods are volunteers from players already in a game who intend to stick around.
with this arrangement, there's a clear division of power and responsibility between you and the other mods. if a helper mod isn't updating their list in a timely matter, then confront them kindly. they'll either get to work or step down, and if they step down, helper mods are far easier to replace than co-mods. like the other anon above said, finding co-mods who want to write and host interactive event posts with you is a big ask, and you'll have trouble finding anyone reliable because no one is going to be as excited and willing to put in the work for your game as you are.