I ran a corporation/alliance (Glamour Bunnies / Glamour Syndicate) years ago that got as high as forty members. It was a freelance outfit that generally let its members do as they please, with very little intervention on my part beyond settling internal disputes and handling diplomacy with other corporations. We were an NRDS outfit who did very little actual PVP, but you might find some useful information to glean from my experience as a project leader.
What techniques have you used to steer a guild or corp through its energetic but quite turbulent youth?Organizing group events that benefit everyone. Missions, exploration, pvp roams, whatever gets people together consistently. The key is building a relationship and camaraderie between members. When they spend enough time together they'll take the initiative themselves in pursuing group activities with each other. It's like teaching a kid how to ride a bike, then letting go and watching them pedal and steer on their own. It's a good feeling.
If you faced recruiting challenges, why do you think attracting the right people (or just people in general) was difficult? Early on, the challenge of recruiting is just getting bodies in the corporation. Ideally, you want people who are willing to participate and display an interest in contributing rather than just ask for handouts, but you don't really get to know most people without playing with them and interacting over time, and interviews only go so far in displaying the content of an individual's character. If someone sets off obvious red flags early in the interview process, then go with your gut and don't hire them. Monitor activity of those you do hire, and watch how they progress over the first two to four weeks.
Is highly selective recruiting a bad thing for a new corp? Once you're established and your corporation has earned a reputation, people will come to you. The challenge then became separating those who would be reliable/suitable from the corp thieves, glory hounds, and adrenaline junkies. Corp thieves are obvious reasons to be careful, but the glory hounds and adrenaline junkies can be just as hazardous to a corp's health.
In a roleplay corporation, glory hounds are those who want to use the corporation's name and reputation to propel their own status and name without giving anything back to the community that accepted them. Adrenaline Junkies generally have an employment miles long, only join when things are hot and active in the media, and then depart when things flare up elsewhere. In a game like EVE, effort has to be made ...even for fun.
Also, don't ever accept known alts unless they are willing to put the time in to help your corporation (20+ hrs.). Inactive corp members are useless and simply keeping them to make it look like you have lots of actives only leads to disappointment when newbies realize only half of the characters are regulars.
If it's happened for you, at what point did you feel the corp had gotten over "the hump", by which I mean when did you realize that it was going to survive for a long time?For me, it was when we had members in every timezone, and I could login anytime and find someone online in my corporation. It meant no one was isolated, and people had opportunities to play together if desired.
Is there a critical mass of (active) members for ensuring a corp's longevity? Depending on how strict your timezone recruitment standards are, it could be anywhere from 20-40 depending on what your goals are. I felt pretty good about the corporation when there were 12-15 people in corp chat at once. When you build a community and see it through a few scrapes (spies, corp thefts, wars), the ones that make it through the hard times will stay for good. Those are the keepers!
How did you delegate responsibility within the corp? I think I'm a fairly decent judge of character, so when I see someone with a good attitude and a willingness to help out I generally ask them if they are interested in taking on additional responsibility in the corporation. They either say no, or give it their best and sometimes it doesn't work out. Sometimes I just make a task official that they've been unofficially doing anyway (basically, I'm acknowledging their work for all to see) I generally don't give it out to those who ask for it without intense supervision.
How much time do you spend planning and organizing compared to time spent executing/playing? Ugh. When the corporation was in its prime, most of my time I did nothing but handle the macro-scale activities of the corporation. Recruiting, public relations events, organizing activities, and getting feedback from my members on various happenings in the world of EVE. Not to mention interacting with the public! I had very little time on my own to actually play the game, but oddly enough I didn't mind.
How/did you manage to still play the game and have fun while performing a leadership role?I am and always will be a sandbox world creator. I set the parameters, build the corporation, and populate it with my loyal minions. Molding the corporation and watching it develop was one of the most satisfying experiences I've had on the internet, and I wouldn't trade it for any other experience.
Running the Racing League for several years had its own share of challenges, not unlike that of a CEO. I hope this is what you were looking for!