I think I've run into a major problem as a GM.
A problem I noticed most predominantly when I was running Paranoia a few nights ago. I told the players that part of the point of Paranoia was to turn in your friends as traitors, so as to earn favor with the computer. I discouraged them from doing this act randomly by telling them they needed evidence. Unfortunately, this had the reverse effect I wanted: Anytime anybody said something, the accusation of Treason flew up then and there. After a while, some players sort of started ignoring the plot and just went back and forth with the treason stuff (even with the occasional execution), and we only made it half-way through before we ran out of time.
Now, in Paranoia, this is probably to be expected (though I think it's supposed to be somewhat expedited). However, shit like this has started happening in my games recently (sans treason). I'm all for RP, but I want to move the story along and keep the other players involved as well. Have you guys run into this? Do you have any methods (box of pain aside) to deal with it?