I just wanted to make a note and praise the Connections mechanic from Moment of Truth. I had been at a loss for a while about what I should do to get the ball rolling for my PCs in my GURPS Banestorm campaign. The party is fairly different from each other. That's one of the problems issued from not doing char gen as a group. It's a remote/online group, though, and it can be hard to get people to make characters together on one night in GURPS.
Anyway, people made their characters before Session 0. I was, as I wrote, not sure what kind of adventure I could use to introduce the campaign and get the group going towards some... objective? At session 0 I had the players make Connections with each other a la the Moment of Truth dramatic mechanic. I gave them two points for this, one for making the two PC connections and another for two NPC connections (or rather, one point for showing up for session 0 and one for making connections with NPCs). Only one or two players decided to actually decide outright what one or two events were, and I believe that those were with NPCs. Everyone else rolled.
Someone rolled "Death of a Friend" and declared that a friend had been murdered. I asked and they replied "No, they haven't been caught, yet." A few turns later, someone else had rolled "Death of a Friend" while establishing a connection with the person who'd rolled it first... A serial killer!
The Connections mechanic helped me brainstorm the first adventure for the campaign, as well as plant quite a few seeds for later on in the campaign. It also helped cement and elaborate the relationships between my PCs. I think I'm going to use Connections in every campaign I run, regardless of system. (Except perhaps DCC or GLOG funnels)