Just some advise for when you want to start a game.
Asking for ideas on the first post signals folks that you are not prepared for the game. This causes folks to not want to join. You need to have your concept and ideas ready from the start to give a game a chance of going well.
The further the concept is from main stream, the less number of people who might be interested. This impacts your ability to collect players. Playing WWII is main stream. Playing a fantasy world is moving away from main stream. Playing a WWII setting using a world that is clearly not earth, mixing in Elves, asking players to play local barons, and dictating if they are the aggressors or not from the start is very far from main stream and does not appeal to a lot of folks. By doing this you have greatly limited the pool of potential players who might be interested in your game.
Do not start a game so you can play. Start a game that you want to run. Very few people can play and run a game at the same time. I can not. It is almost never a good idea. It is hard enough to GM a game and run the “unassigned” let alone run your own “player” and adjudicate the others.
Be clear what your point will be (contest, tournament, RPG, war game). Be clear how you will run the game. Be clear about the rules you will use. Be clear what the final outcome will be. Each of these help increase the number of folks who might be interested.
I want to run a game set in a fictional space empire. Each player will start out as a single planet and try and take over the whole Galaxy. (See attached map)
Each player will be given a set of action points and will spend them every round on construction, invasion, or defense. (See attached costs sheet). Combat will be done using a simple attacker to defender ratio and a six sided die role I will roll as the GM. (Think the old game OGRE)
I will start with two turns a week, one on Wednesday, one on Saturday. If a player does not submit a turn I will assume they are just saving points and roll over 25% of their points to the next turn. If a player misses two turns or more, then they will start to have negatives applied to their defense scores.
I plan on allowing the game to run for three months or until there is a clear winner which ever comes first.
If you look at this example you can see where I already will turn off those who are not interested in SciFi. I will loose those who want a complex rules system. But I might catch those who like a diplomacy style game. I also will catch those who want a clear start and finish. By having the rules spelled out I can limit the disagreements over who has done what or owns what.
I hope you take this as helpful advice. I see you clearly want folks to join so I thought this would help you.