Let me tell you about my campaign.
Except for a couple one-shots and a lot of bad PbP, I haven't had anything that could be called a proper gaming group since Texas, about six years ago. Because of geography, work schedules, and baby stuff, an in-person or real-time online group wasn't an option. Then, nine months ago, I joined Reddit, which has a lfg community. I happened to be online at the right moment and was the first to respond to a request for players for an online game, and I got in as a player. For about the past six months I've been playing Pathfinder using Teamspeak and roll20, which is about as close as it comes to a proper gaming group without being in a room together. And it was good to play again.
The other guys in the group were a bunch of university students that mostly all knew each other in real life. Their philosophy of play was pretty much, 'start drunk, end drunker'. A lot of genital-related stabbings. They weren't new at it, but even the GM was fairly vague on the rules - not in the, 'oh, I'll just fudge it' way, in the 'wait, how do I calculate spell save DCs again?' way.
(For the non-gamers, imagine an amusing, friendly, but also mildly annoying co-worker came to you three or four times a day, every day, to ask you to explain to them how to print a document. That's what they were like.)
After just one session, I knew this wasn't a group I wanted to commit myself to for the long haul, but I wanted to stick with it a while to get back into the groove of things. The original plan was to play every other week, but everyone wants to play more, they caught on that I was an experienced GM, and asked me to run a second campaign for them in the alternating weeks. It actually ended up being one of my longest-running campaigns.
This wasn't a group interested in my worldbuilding, carefully-crafted plots, or deep roleplaying. So I came up with a campaign that would just let them kick down doors and get cool treasures and powers.
The premise of Dungeon Fever was that a group of phenomenally wealthy and powerful adventurers had retired and set up a series of dungeons and organized dungeon-crawling as a professional tournament sport. The PCs were one team participating in the competition. I had created opportunities for them to interact with their team manager, trainers, fans, sponsors, and rival teams, but mostly they just cut straight to the dungeon of the week.
A lot of groups start at 1st-level and die out in what seems like a long slog between 2nd- and 3rd-level, so I started them off at 4th level and just leveled them up every tier of the tournament - no XP tracking, very rapid advancement, max hp each level. I had a different theme for each dungeon (jungle, desert, arctic, hell, underground, volcano, etc.), and a different objective (navigate a maze, rescue a captive, capture and defend a location for some amount of time, etc.).
It actually turned into a good boot camp for them. Since most groups seem to die young in the first few levels, they never have to learn to face more interesting enemies or use more interesting powers. For some reason (maybe the alcohol) they still have trouble remembering what to roll when, even when it's something like an attack roll that's the same roll several times a night. But they have learned that some enemies are immune to fire, you will need to bring more than fireball, burning hands, and scorching ray to the table. Some enemies have damage resistance, so now everybody knows to carry a cold iron backup weapon in case I drop an evil fey on them. The fighter started wearing Wisdom-improving gear so he doesn't get mind-controlled by vampires again, and everyone now carries antitoxin, scrolls of remove curse and potions of restoration. Now, when someone has an idea of how to solve a problem, he will usually tell everyone what his idea is before implementing it. I'm kind of proud of how much they've improved under my tutelage.
The campaign wrapped a couple weeks ago. Right now I'm focusing on classes and writing a set of simple pregenerated adventures for an event that I'm running for the local library. When that's over, there's a strong chance I may be able to get an in-person group cobbled together. And if I can't, roll20 has a large enough community that I can likely find a real-time game made up of actual adults who don't disappear for three weeks when the next cool video game comes out.