Once of myMy top pieces of advicesuggestion is don't knowhave everything decided to begin with, that way you don't end upcan reduce the chances of tripping yourself up. These sort of plays can get complicated so make it as easy as possible for yourself.
Also remember you should be able to trust your players and, then you can co-opt playersthem into your schemes. Players love knowing things others don't. Just remember you don't have to tell them everything (or all of them the same thing).
InAn example of of both of these: in a recent game set in the first world war we played out the first two thirds of the game straightplayed out as a normal game (Battle of St Julien if you want to know). We then revealed it was a memory of one otherof the players in an asylum by, taking the players out of the room one at a time to explain the situation: until only one player was left without explanation. The game continued as before but the players changed the dynamic of the game themselves with their new knowledge. The focus of the game slowly shifted onto the remaining player.
It worked partly because we (the GMs) didn't know at the beginning who would bethe the survivor, would be and we let the story work itself out.