Run Club is the formalization of a round-robin GMing arrangement, where every player takes turns GMing one-shots. Ben goes into depth about why you might want to try this out (to give a first-time GM a boost of confidence, for example), and what concerns your group might have about Run Club. Ask Your Players to GM at Least Once, here on TT, dovetails nicely with this post.
Ben’s post on revelations addresses how to make the most out of those game-defining “Aha!” moments. He explains why revelations can be tricky, and offers some excellent suggestions for nailing them — like not planning every finicky detail of the actual “reveal,” so that you stay flexible.