A always, the Sword Mage will lead by example (cough...)
Right now I'm playing Burning Wheel, a fantasy roleplaying game. We are wrapping up the last stages of a campaign we have been playing for the last year or so.
The players have gone from returning to their home village from a turbulent civil war, to going after the last remnants of the false king's rebels and squash the rebellion for good. It's been a great run, one of the best campaigns I've ever run. It is set in a slightly Greyhawk inspired setting, in a very Britain-ish setting, with the semi-mythical conflict of Prince John vs. King Lionheart at it's heart.
While we are wrapping that campaing, we are setting up the next.
It's going to be in a post-apocalyptic world, but instead of a technologically advanced society, it was a magically advanced society that fell. The players are going to be the leaders of an expedition, sent out by a surviving enclave to find magical knowledge and artifacts and bring them back. Somewhat fallout inspired, trying to draw on all sorts of post apocalyptic inspirations. So far we have an elven scholar, a disenchanted knight/commander, a formar templar of an evil empire, and a human mage for players. It'll hopefully be a blast - the game will center around their mission, meeting isolated communities, overcoming the hostile environment, and their internat issues as a group.
On the board gaming front, I played Cuba for the second time last monday. Nice game, very much like Puerto Rico and somewhat like Junta. It's a fairly exciting game, centered mostly around resource acquisition, but it lacks a little in the ability to hinder or attack other players - sort of like Puerto Rico