Well, I'll contribute a few of my own:
RedCon some years ago (Kingston, RMC). Some guys from were up refing a CT event set at the beginning (very much so) of the Rebellion. We were (three groups) each key officers on the three AHL ships in the fleet. Game starts with the refs describing the news of the assassination reaching the fleet, only its cutoff in the middle (before the Adm in charge of the battleship can identify which faction he thinks is legit) by the fleet carrier coring it with a spinal mount shot. The BB was hurt, but it turned around and blew the fleet carrier to heck. (There were some attackers on the Fleet Carriers bridge too...). End result: 3 shiploads (at different tables) of players, each group of which had 2 Lucan, 2 Dulinor, 2 neutral PCs. And one big board to track fighter/screen/firecontrol status. You should have just seen the pandemonium. I got my ship out in one piece, though I did have to have the Marines suppress a deck of rioting gunners and then threaten to have the Marine officer "assist" the Chief Engineer in jump drive repairs. Oddly, he suddenly developed new talents and the Jump Drive was quickly back on-line letting me get out of the madhouse before one of the other PC ships opened fire....
My own 15 month MT campaign, with about 9 or 10 players... set on Petra in Thorstone/Glimmerdrift Reaches (judges guild). The Rebellion happened and the Solomani were coming. The lead player was the Marquis of Petra, head of local gov't. As the campaign went on, he ended up appointing one of the other players as his security chief. That other player had Solomani loyalties (or developed them). He then constantly screwed the Marquis (and was tasked with investigating the screwings) for the next about 10 months of real world time. Newspapers would print out transcripts of secret meeetings, key people would have accidents, shipments of goods would be lost to pirates, stuff in bank vaults got stolen, lists of people to 'remove' would get substituted with lists of the Marquis' supporters... and the Sec Chief focused blame on the other PCs! At the end, the Marquis was losing the planet (though a bit of a Pyrrhic victory as he left some damage) to the Solomani... and then the Security Chief x-mailed him a 3 page letter identifying all the ways he'd shafted him over the past 10 months (three pages... point form... with sarcasm). He even commented about putting the medals the Marquis gave him next to his Solomani ones. The Marquis' player was... speechless... he was so angry he snapped pencils..... he was shaking with outrage. He'd blamed me (the GM) all along and essentially colluded in his own shafting at every turn (I gave him clues....). I don't know if he was madder at me, himself, or the Security Chief. The rest of the PCs were bursting a gut.... which didn't help his mood.... something about selling the Security Chief to Aliens as a sex-slave....
And one last moment from another Con CT/MT game at RedCon (Welcome Aboard!). Players each playing characters with hidden agendas. Aboard a luxury liner headed for jump point (most will debark beforehand). They're there to visit the Marquis (some of them). The ship is like a Douglas Adams' version of the Titanic. Things start to go wrong. One of the players is a fugitive disguised as a cop (the cop who was transporting him died and he assumed the ID). Another is a bounty hunter. By the end of the adventure, they've ended up off isolated with a third character, trying to get off the ship.... (as it gradually comes to bits). The third character is a reporter. The crook knows the bounty hunter is looking for him, but the hunter does not know who the crook is. The crook finds a pretext to send away the TAS reporter... then the two hop into an escape pod. The hunter has pilot, so he hops into the drivers seat on the pod. Meanwhile, the crook thinks "Here we go.... all alone.... too good to be true..." (he has a gun the bounty hunter gave him earlier...). He goes to draw the gun and put a slug in the back of the Hunter's head. It doesn't pan out. He blows his stealth roll. The confused hunter reacts and tries a taser, missing. The rogue fires, blowing chunks out of pod life support. The hunter, still strapped into his workstation, grabs his shotgun, pokes it back over the chairback and rolls a 12.... down goes the crook. End result: The crook, who had a great plan and manipulated things to put himself in the ideal position to get away, was down. The bounty hunter, who hadn't any idea until after why this 'cop' had just tried to kill him, got his man.
Motto: If you have to choose between being lucky and smart, choose lucky.