I've only been playing D&D for perhaps a year and a half now and just started my 3rd campaign. I'm interested in giving a try at DMing next time around. We rotate who our DM is for each campaign. My first one, our DM was amazing and everyone had a good time. Second DM was terrible with very little RP, no story arcs, our actions had little consequences, and every battle was with extremely OP enemies that outnumbered us excessively and we always spent most of it just trying not to die. (His favorite thing was to dominate our characters so there was sometimes rounds only one person, out of five PCs, that got to play.) Currently, our DM is my fiancée and it's his first time and he's doing well so far.
Only, being new to the D&D universe, as much as I'm trying to read and catch up I'd rather ask for the advice from much more knowledgeable people. I obviously cannot ask anyone in my group without telling them anything they shouldn't know.
Campaign 1 and the current one both focus on cities and their immediate surroundings. I'd like something a little different, but I don't want to make the mistakes like in Campaign 2 where we seemed to wander aimlessly and fight all the time with no character development. Yet, how would they travel about without ridiculous time delays? I don’t want to trap them in a temple (for more than a few encounters). Or if I give them something for fast, far travel, how do I keep them from abusing it? A one-way travel scroll?
I was thinking of essentially writing a campaign with two perspectives. The heroes think they're saving the day, but really they're furthering the supervillain’s plans. A reoccurring "enemy" will really be another group of heroes. However, I will set it up with the other perspective, so if they ever figure out they are on the wrong side, they can switch to helping the other heroes.
I've recently been reading up on D&D Gods and came across Tharizdun. I haven't read any of the Gord the Rogue novels (and I realize those are based after an older version of D&D), but I still like the idea of the heroes being manipulated into setting him free. But then why wouldn't the other Gods get involved? And wouldn't, in the end, fighting a God lose the mystique of gods entirely? So I thought about maybe they just help the Black Brotherhood find a Theopart or something along the lines, and just leave the unsettling feeling they just helped the bad guys and never figured it out...or they had figured it out and stopped the bad guys.
The questions are: does this make sense within 4e lore? Suggestions on how this might work? I'm not asking for someone to write it all for me, but I could use help on learning what's already been established within D&D. I've probably got until the start of next year (at minimum) to work out the whole plot. Am I over-reaching for a first time?