1. Complete The Enemy Within for Warhammer 3e
I recently posted my impressions of Fantasy Flight's 3rd Edition of Warhammer. My group has completed the first of the four chapters of the campaign. I plan to knock out the other three before finding a storage solution for the acres of cards that make up the game. Thus far the campaign has had some great moments, although the layout and lack of maps and other documents and relatively linear plot make running the game harder than it need to be.
2. Pulp Cthulhu: The Two Headed Serpent
Call of Cthulhu is a staple in my gaming group, and I'm keen to dive into a new "high-octane globe-spanning" campaign using the new pulp-action rules for Cthulhu's 7th Edition. If you're interested in a chapter-by-chapter review, as I did with Horror on the Orient Express, please let me know via the comments.
3. Playtesting Instruments of the Chrysanthemum Throne
The secret to writing good games (in my opinion) is understanding the diversity of approaches, expectations and experience that players (and GMs) bring to the table. The best way to do this is to test your game as widely as possible. The initial playtests of Instruments have already revealed some major opportunities for improvement and there's plenty to do before the game is ready to be released.
4. Warhammer 4e
If there's any time left by the end of the year, and sufficient material has been published for Cubicle 7's new edition of Warhammer I'd ben keen to give it a whirl.