RL always comes first. You guys actually have lives. I still, vaguely, remember what that was like.
I'm considering creating a new PbP, something totally different than anything that's ever been done for Star Wars roleplaying, on even higher scale than the premise to this game. Before I put too much effort into it, and it would be a huge effort, I thought I'd sound out my two favorite players for their opinions and whether you'd be interested (time permitting, of course), before asking openly at FFG (where folks have a nasty tendency to rip apart any concepts that are too different than the norm). I'll summarize the basic concept below.
The game is played from the Imperial side of the Galactic Civil War. It takes place after the deaths of Vader and Palpatine. The game has three start options, based on player preference. One is for all of the players to be in the same faction and working together towards a common goal. Being Imperials, backstabbing is possible, if the players wish to have that sort of thing. A different start is for each player to be the leader of an independent faction, but for the factions to be cooperating with each other, more or less, with faction rivalries (type and degree) determined by the players. The last option is similar to the second, but each faction is out to destroy every other faction. Any alliances between factions would be fragile and temporary, at best. In all three versions, the fledgling New Republic (controlled by the GM, as well as other Imperial factions, also GM-controlled) are obstacles to survive and/or remove. Now for what sets this game apart from anything that I've seen tried before.
Each player (or the entire group) controls a star system with one habitable planet. It's an operational-scale game, not tactical. The player(s) is a Moff or lesser Admiral who has established a local base of power. The faction planets will have a small industrial capacity, enough population to support that capacity, and either a limited-services starport (Class D) or no better than a standard one (Class C). Each faction begins with a small fleet, comprised of an Imperial I-class star destroyer (the flagship) and various smaller support ships. The exact composition of the starting fleet may vary from faction to faction based on a points system, which I may import from some other game (perhaps Armada?). The players will be responsible for managing their resources and growing their power. Much like a 4X ("eXplore, eXpand, eXploit, and eXterminate") videogame, except that it's done through roleplay. What I have to do as GM, and it's a huge task, is develop viable rules for handling large-scale economics. Obviously, many existing FFG SWRPG specializations won't be applicable at this scale, but I think that each career has at least one that will work. And we can always create new talents to replace talents that don't work at this scale. Combats will be handled either using the normal tactical rules, or the mass combat rules, depending on how large the engagements are.
Depending on a character's build and role, they may either have Obligation, Duty, or both. For top dogs, Obligation is to other factions (such as the Hutt Cartel or Black Sun or rival Imperials) and Duty is to one's own "constituents". Players can be benevolent dictators, or vicious thugs (in fine Imperial tradition). Each has consequences.