It looks good! My group is on our third campaign now and its usually me and another guy who put them together.
Few points learnt from experience:
• Player interest will wane, its just the nature of the beast no matter how good a campaign is. So have a contingency plan for players dropping out or having to mow their neighbors lawn. It happens. For this reason we usually run teams and allow for ringers to be recruited.
• Less is more. A few fun rules can go a long way. If you introduce too many then they complicate things or people just forget them. Home cooked rules also run the risk of unbalancing the game massively, so either keep them simple or test them for big gaping holes. Better still pull from GW (books like Apoc, planet strike. missions)
• Have a beginning and end, and think about 'events' to keep it fresh. A never ending campaign can kill it, so try and keep it snappy. You can introduce fresh events too. For ours we ran a tournament half way through, with the winners gaining a powerful weapon, which was a planet killer asset (yes you can literally remove a planet)
Heres our map, my team is the Cabal. (Wining!)
Dark Eldar 2k, Space Wolves 3k, Raven Guard 3k