A session planner remembers one evening. A campaign is what survives between them: the danger that has been advancing all month, the secret you have been saving, the thing you promised a player in session two. This is three A4 pages for keeping them in one place, and nobody but the game master should ever see them.
The first page is the campaign-sized version of the planner’s countdowns. A danger is somebody or something that wants a thing, the steps it takes if nobody stops it, and what the world looks like when it gets there. Under it sit the questions the campaign is asking, and the projects of everybody else, which advance between sessions whether or not the party is watching, each with a count of how far along it is.
The second page is what you carry from one session to the next: threads nobody has closed and who holds them, secrets that have not been told yet and where they could land, and one hook per character for the evening after this one. Read it before you prep and the Session Planner nearly fills itself.
The third page is the campaign told session by session: one row each, with where it was played, written when everybody has gone home. When the page is full, start a second tracker. The half of the same campaign that the players do see is the Campaign Frame.
System neutral, A4 at 300 DPI as a PNG or a PDF, each page separately or all three in one PDF, in four looks.