Also, constructively, this all gets harder when StaffPCs are in the majority of power positions on a game, make the IC decisions, write then implement plot. In a way, staff having StaffPCs in charge of everything becomes a CoI fucking nightmare.
Plot: Battlefield combat to capture an alien bad guy.
Staffer A: Writes the plot, plays the leader of the good guy assault, plays the UberLeader who will make decisions on what to do with the captive, and will run the scene/combat where said alien has been predetermined to be captured, though the players do not know this.
Staffer B: Plays warband leader, roleplays as the bad enemy force, has a PC in the goodguy effort to capture the alien, likely involved with GoodLeaderGuyStaffPC, plays captive Alien StaffNPC, etc
Players: Show up. Rolls dice. Watches it happen?
The more staffbits are in control positions, the NPCs, various PC positions, IC leadership, the bad guys, etc, it's far more likely that when you pass that ball, you're passing to yourselves.
In the end, staff needs to decide if they are telling a story and want to unveil that story without much deviation from their vision, or if they are opening a storytelling game where their players are allowed to let their decisions, or dice, affect the outcome.