Re: Villains Campaign
Focus is the difficult thing for villain games, since in my experience most players equate villains with anarchy. We did several villain games which did help a bit with burning out some people's non-heroic impulses, but not all. And some people will want to go all psycho with their villains which may make some people uncomfortable. It's one thing to knock over a liquor store, but another to make a sculpture out of the bodies. Probably some boundaries need to be established before the characters are made.
At this point, if I was running a villain game, I'd have a group working for a Viper cell. They'd have some freedom to operate, but the GM could always have orders come from above.