I HAVE THOUGHTS ABOUT METAPLOT.
I'm going to frame them by talking about a game I consider the best thing I was a part of in my MU career: Battlestar Cerberus (I was Hydra there, hi). It's also, in a lot of ways, the thing I'm most disappointed in myself about, but oh well you. Love hurts, but is worth the cost, or something.
Cerb had what I consider a pretty solid metaplot. It was definitely a metaplot the game was very hardcore about, whatever anyone else's feelings on it. Polaris, the head wiz and writer of it, was kind of a genius and he poured a fuck-ton of enegy into it. Highly detailed Cylon mythology that was actually documented on the staff wiki, an outline of several smaller plots that comprised a "season" while feeding the larger story (the 'season' structure is, indeed, a great way to do things) and, for awhile, pretty active plot staff and player GMs. When it was good, it was pretty great. It probably also felt rail road-y at times and was in many ways alienating to new players. Certain trade-offs in accessibility were made for story. I don't think this was right or wrong. Polaris made very deliberate choices about the kind of game he wanted to run and the rest of us in the staff corps agreed with them. I wouldn't want every game to be this but - for about a year and a half - it worked for what we wanted it to be.
It was also a fuck-ton of work. I was an ST staffer and experienced a high level of burn out. While the game allowed PrPs, the amount of emphasis put on the metaplot didn't encourage them, and left the staff STs without much time to encourage smaller side stuff. That meant there weren't many breaks of release valves for activity that help alleviate burnt out on other games. Also, at a certain point, real life happened and that loose outline for plots we'd had came to an end, and we got into an arc that was far more thinly-sketched. We sort of arrogantly assumed we could wing it but that wasn't how we'd been running, so things became both over-complicated on the planning end and under-served on the actual making-scenes-happen end, and it became a sort of tangled mess. This coincided with people going to grad school, people changing jobs, people moving from one continent to the other, etc., so carving out time to sit down and untangle the tangled mess just didn't happen, and the game just kinda died. A different kind of game could've handled a couple months of downtime while we figured shit out better, but that wasn't the particular monster we'd created.
I still feel bad for not giving that place a proper ending (all apologies to the players). It was great for awhile and deserved one, it just seemed too daunting, and the metaplot was probably a large reason why. On the other hand, it gave the story a framework that makes me remember the RP I did have there as some of my favorite I've managed in this weird hobby. So I don't know. Metaplot is great when done well but also really hard, is what I learned, I guess, which is not a revelatory statement.