Campaigns are typically described as being Open or Linear, though really campaigns fall on a spectrum of Player Interaction with each of these two being on the ends. Open campaigns allow for more player interaction, having a greater influence over where the story moves, allowing them to explore the world and story. Linear campaigns are far more restrictive, with less player interaction as they experience the world and story.
Designing for a Linear and Open Stories require very different approaches and design philosophy. Designing the Story of a Linear campaign allows you to plan ahead in more detail, solidifying details and key events that the players can experience. This is typically easier to do, allowing you to create a more detailed story. The stories of Open campaigns are far more uncertain, and when designing one, you must consider that the events may change and think of multiple outcomes for certain events. This requires more time and effort. Different players and GM’s will prefer distinctive design philosophies, or a mix of different ones. Though I would suggest starting somewhere in the middle, if you have a specific idea for the type of experience you want to design, go for it.