edit: I have just realized GMT Friday/Saturday is my Saturday/Sunday, so that is at least two days of the week I could be free for your campaign Seika. Probably too restrictive, but right now I'm thinking that my time zone differences make me unfit to run a campaign.
Okay, for my campaign-o
Fundamentals
Table: roll20, Theater of the Mind. I'd like to use TOTM more, and I'd like to pre-plan as little as possible to give myself more flexibility to follow directions players want to go in.
Ruleset: D&D 5E
Setting: Assume FR. I'm not super familiar with the details, so I may have to set this story on a homebrewed part of Faeran to be able to fit my details in. But the mechanics, pantheon etc are definitely Forgotten Realms.
Books: All official materials. I have copies of all, so I can reference any player options if needed. UA is allowed, but the most recent/published versions trump earlier UAs. I consider the School of Invention to be the most recent take on Lore Master Wizard.
Projected Campaign Length: Open-ended at this stage. I have some ideas for a couple of low-level sessions, then I'll see if the mood is to continue episodically or to do a Lost Mines of Phandelver length-adventure that's a little more on-rails.
Players: Trubo, Sesto and RaM already have reserved spots if you want them. I am comfortable with anywhere between 3-5 players, combat hasn't been pre-planned but it does get harder to balance outside of those numbers. Assuming a level 1 start right now.
Style:
Pillars:
Combat: 3.5/5. Depending on the party composition, I can adjust this. I aim to keep things interesting and challenging without being a meat grinder.
Exploration: 3/5. Since the original focus is to be episodic, more exploration could be part of optional 'side-quests'.
Social: 2/5. The social pillar will be present, and having more of it will be an option if you want to seek it out
There may be scenarios where you can tackle a problem from your choice of a pillar, if that makes sense.
Story & Player Buy-in: To begin with, this will be a simple journey north. You will begin in the small town of Amphail, with a need to travel to Triboar for your character's own personal reasons. Said reason should be an important motivation for your character, but not so much that they cannot focus on anything else or are unable to help others/join in on side adventures. This is primarily to develop the motivations and driving force for your character, you may wish for Triboar to be a single step in a characters' greater journey.
For example, a human woman on her deathbed informs her only child they were conceived by a devil, revealing the young Rogue's Tiefling heritage and setting them on the path to Triboar to meet a contact who can provide more direction in figuring out the identity of the Rogue's infernal father.
Whether your characters previously know each other is up to the players to decide, but they should have a reason to band together as a group for this journey and any mishaps along the way. The main thing is, since there won't initially be an overarching story, each character should have a hook to keep them adventuring.
Timezones & kick-off:
I'm pretty flexible on Saturdays and Sundays (AEST), that would be the best timing for me. Any time between 8pm GMT Friday and 12pm (noon) GMT Saturday, or 8pm GMT Saturday and 12pm GMT Sunday work for a 3-4 hour session. On weekdays, I could fit in 8 am GMT - noon.
So, once I know who is interested, I'd aim to do a session zero the following weekend.