I will say this: I think it might not be very possible to have a wide-sweeping, successful campaign on WoD games with a large number of spheres. Those games really are cattle calls, and using Haunted Memories' Changeling Sphere as example, you can have successful campaigns within the spheres, but the game as a whole may simply be too large and too uncoordinated (even as a genre) to run a successful campaign.
Using BSG as an example, a SINGLE sphere with the player characters either supporting each other or ONE "badguy" sphere (a la Rebels vs Imperials) creates your biggest chance for a successful story. When you craft the game, you should have a loose outline of the campaign. Run the game, tell the story, then dismount. Tell the story and then close the books. Reset the game with a new story/new chars if people wanna play more, but it really does require staff/storytellers to craft a beginning, middle, and end. The hard part is creating a campaign where you have an idea where it's going, but allows for players to feel as if they're affecting outcomes.
Here's a good example:
A long while ago, I played on that future Lords and Ladies game, The Fifth World. The staff definitely seemed to have an idea of where the game was going, but they hamstrung players plot-wise. You either did the thing that made their direction of the plot happen or you didn't. It ended up rather frustrating, especially seeing as how their staff-alt characters were the only ones really furthering metaplot along. At one point, the PCs captured one of the mysterious, cybernetic bad guys. Players fucking threw themselves at this npc, trying like all hell to reveal parts of the plot, get useful Intel, try to generate drama and rp through this NPC, but the scenes ultimately went nowhere because the staff had other plans for the npc.
So be careful of that. There's no point if the players are just waiting for you to tell the story. They want to help tell the story. Always.