I'll just put my story here then I suppose
where things initially went wrong is that we had five people who wanted to play, and I was really focused on the whole Balanced Sessions thing that's present in homestuck, so I insisted on supplying three of my own characters to make it an even 8 with all sorts of symmetry at play. active/passive classes, prospit/derse dreamers, etc. I don't really know why I wasn't satisfied with 6? I think just because they were always multiples of 4 in the comic.
the mechanics of the system were pretty constantly changing as i went along and found out that certain things were over/underpowered, but everyone had agreed to that ahead of time. it still meant that basically no one had any real grasp on what their character did from session to session. what was genuinely wild is that I tried to make level up sheets for every classpect and I wanted them all to be mechanically unique in some way? some of the ideas were kind of neat, like I gave the Light player (who was played by me....) a passive skill that made them crit on any roll above 20 with modifiers included. most of them were sort of trash, like the page had to roll a bunch of 1d4s at the start of each combat to determine if they got access to each of their individual abilities? because Potential I guess?? the idea was that at level 10 they'd not have to roll 1d4s anymore but we never got that far
while the mechanics weren't great, the story itself was definitely worse. I kind of just mystery boxed my players for 13 sessions. the horrorterrors are all dead?! the session is corrupted in some ~spooky~ glitchy sorta way and there's weird puzzles on prospit and derse?! one of my DMPCs was boxing humans on earth at some unknown time in their past??? for some reason??? it was pretty exhausting even when they thought I had some big payoff planned, but it was all on the fly.
sort of all on the fly. see, I had every session pre-written. I gave my players a handful of choices to make some slight variations on the path i'd laid out for them, and then once the session was done I'd get to work writing out the next one based on where we'd ended.
the campaign peaked in session 3 when they came across a consort willy wonka style factory and ran around messing with stuff. one of my friends adopted a salamander named The Don who wore some really sick shoes and she rolled a crit to jump over a crowd of angry consorts after breaking everything. he was just there for the rest of the campaign, it was great.
the whole thing somehow blew up over scheduling issues rather than any of my incompetence, but over time people soured quite a bit on the mess i'd made lol
the epilogues are the best part of homestuck