Every game self-organizes. And every team self-organizes. There's a loose ethic of looking to the first-in to start and moderate discussions - a wiki moderator model - but it's negotiable.
It's up to players to decide when enrollment gets cut off. It's up to players to decide when events get held. And it's up to players to thrash out what they'll do with the mission they've chosen.
Disagreements are not only not a problem, they're encouraged. Teams rough out their quest. The year gets roughed out through the conflict of the teams. Schisms are totally acceptable, and each team is free to present more than one event in case of multiple agendas.
There are two central points. The first is an optional role played by The Storytellers. Since the shape of the game is conflict - a library at war with itself - The Storytellers can tell the story of this conflict as it plays out. It can be done through puppets, comics, fanfiction or crayola markers.
The second central role is something like the clerk of a Quaker meeting. That person sends out questions, prods, deadlines, and writes it all up when a decision gets made. This is usually someone who has played before.
Other than that, you take your own responsibility for the way the game goes.
YOU HAVE QUESTIONS...
...is your question here?
Seems a little weighty. Doesn’t that make for a dull game?
Who’s in charge?
The religion angle makes me nervous. See, I’m an atheist.
The religion angle makes me nervous. See, I have my own beliefs.
Why does it take ten years? I don’t have ten years to play a game.