This is a lot more difficult than yesterday’s question. I find humor-oriented games, like Ghostbusters and Paranoia to be excellent for one-shots, convention games, and the like, but less suitable for games that presumably include some measure of character growth and advancement. You could play these games in campaign mode, but it requires a bit more work and some buy-in from the players.
I’m not going to give a specific answer to this question, because the answer depends on so many variables. What kind of game do you want to play? Genre? I would say the answer depends even more on the type of story you want to tell. If you want to tell an epic, open-world story of discovery, then 10 sessions probably isn’t going to cut it for you. Sure, you could do it, but going into a game with a 10-session goal in mind suggests there’s an end game.
The last time I planned a game for a limited number of sessions, I used Fantasy Flight Game’s Star Wars RPG. I had a campaign plot sketched out from beginning to end. I knew the climax of the campaign would see the PCs in a massive space battle against their Imperial antagonist and merely needed to move all the pieces around, as it were, to set up the conflict and build towards that resolution. If the players WANTED to go off the rails and become smugglers, they certainly could have done that (and it would’ve have transformed the 6-8 sessions campaign I’d planned into a more open-ended game), but their characters weren’t built for that kind of game in mind. It worked out well, and I think we only went about 2 sessions longer than I planned.