As I mentioned in the "UF as a setting" thread, I took part in a superhero campaign when I was in uni. The way it was set up was rather interesting - rather than having a traditional structure, the campaign was made up of a series of interconnected one-shots with an overarching plot that became more obvious as the weeks went on. In addition, there were three or four GMs and about 15 or 20 players total, though any given session would only feature one GM and four to six players.The large number of players meant that we had some rather interesting characters. Here are three of my favourites:
1) Vulcanus, a hero who could manipulate magma/lava. He was obsessed with his Vulcanus-brand merchandise, and would always look for ways to include it in each session he was in. He also has no idea how Io somehow got temporarily moved out of its orbit in a way that coincidentally caused it to block a gamma ray pulse that was headed straight for Earth.
2) A hero with electricity-based powers who's name I forget, who had a worrying tendency to go mad with power, meaning the rest of the party had to spend time snapping him out of it. This also tended to happen every session he was in.
3) Captain Communist, a flightless brick who claimed his powers came from the Communism Force, specifically Soviet communism. It should be noted as this point that the Soviet Union hadn't existed in-universe for multiple decades at this point, and the Russians wanted nothing to do with him. The Russian Ambassador in particular was always exasperated that he kept finding his number, and also that none of the KGB hit squads he sent to take care of him were ever successful.
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"Things in life aren't always quite what they seem,
There's more than one given angle to any one given scene.
So bear that in mind next time you try to intervene
On any one given angle on any one given scene."
Angles - dan le sac vs. Scroobius Pip