Those are some interesting sources. I never seriously thought about using a map creator, but the Campaign Cartographer 3 looks pretty solid. Thanks Leonal.
Making a detailed campaign from 1 to 20 would definitely be rough. You're right, Gailbraithe, I need to make sure to keep much of the future ideas vague. It's just that the games that I have run were all done with a sandbox approach. It felt like I was making up one story after another on the fly, even though the players thought it was all intentional (hope they're not reading this...). The stories never felt that they lead anywhere. Another problem was I felt as though I suck at improvising with this system. Don't get me wrong, I thoroughly enjoy the system, but I just seem to always have trouble creating an unexpected encounter on the fly. I simply hate the feeling of being totally unprepared.
For this reason, I want to be as prepared as I possibly can. Now, I'm no novice when it comes to running games, I've just not had too much experience with this system. The plot-points beyond the the initial encounters are vague ideas that I have. There are, however, many key elements that I want to present in this game, namely developed villains, widespread events, and unique “dungeons.” Even though I don't know when or where they may pop up, the players may think they were intended there the entire time when they do. If I make them ahead of time, I don't have to scramble to make them up when a good moment arrives for their appearance. They could simply be tweaked to be made appropriate for the situation.
Influential villains and NPCs could be murdered upon the first meeting, and certain dungeons may be completely unusable based upon the circumstances. This will always be a possibility in gaming. I just like the idea that there are tailored people and places that are ready to be thrown in or thrown out at a moments notice that help along the main concept of the campaign.
Another reason I'm making a ton of notes is because I'm attempting to use *breathe* material from several different sources. I'll be using the Pathfinder's updated rules, the Forgotten Realms setting, and tech from various other sources. The tech is integral to the themes and plot of the game, while the location is due to the fact that the players seem to be a bit reluctant to try anywhere new.
This all leads me back to my main issue: organization. I heard some people use note cards with not just creature stats, but also events and locations. I've also heard that some DMs simply use a small notebooks, like a moleskines, where they jot down all of their notes. There's also using a laptops but I'm not sure if they are truly effective during a game. What are some effective methods organization?