Coming to you live, mid-session in a Paranoia game! A couple of the other players have left to take Maggie home, so the other half of the group is hanging out, fiddling with computers and things, and talking about Stargate.
I have a new appreciation of pre-rolled characters for one-shots. I'd been over at my Paranoia GM's house for about three hours before we finished our characters and actually started the game. It always takes my group ages to make characters, and yet somehow we always end up making them, even for short games, and characters we're never going to use again.
This is mostly because none of the other GMs in my group tend to bother rolling up characters ahead of time. Neither do I, honestly, but that's usually because the one-shot games I run tend to be out of the blue, "oh, hey, we're hanging out, we should game" kinds of affairs, or games where character creation is supposed to be short and easy. This is a lie. Character creation always takes between 30 minutes to an hour, even if it is entirely random or for a character that will be used once and then discarded.
I'm making an exception to this general habit, and rolling up characters ahead of time for the game that I might be running on New Year's Eve. I haven't decided whether I'm going to run it, and I haven't decided what system I'm going to use, but I'm rolling up characters anyway. (I was planning on using Swords & Wizardry, but apparently one of my players has a never before mentioned life long dream of playing Traveller, so I might end up running that instead.) Luckily, they're characters for Traveller, so the generation process is pretty fun in and of itself.
Anyway, I'll probably do a more thorough session analysis once the whole thing is over and done with, but so far the game is going pretty well. There haven't been a whole lot more treason accusations than last time, but we haven't gotten very far yet, and at least one other character is keeping track of possibly treasonous activity. I've also read a bit more of the (red section of the) rulebook, and discovered that there is, in fact, a reason for wanting to turn your team mates in for treasonous behavior. You have to do it to get promoted. So there's a mystery solved.