Climbing a ladder is made more pleasant not only by knowing what wondrous things await at the top, but by knowing the rungs you must travail are all worthwhile and stationary.
This talk of 'veterans' begs the question as to what a veteran is. Also worth noting is, perhaps, that retention isn't automatic. For one reason or another, these magnanimous veterans are veterans, and not -- I should think -- by lack of anything better to do. It stands to reasons lurkers are either weeded out or engaged.
If veterans are simply experienced people, it makes plenty of sense that the pool of experienced people can produce more frequently quality results than the pool of the untested. How does one earn their stripes, though? Through time well roleplayed? Through chains of characters? Through nefarious network opportunities? Perhaps there are multiple routes... some more noble than others.
My hope is that whoever decides who the leaders are has their own protocol to adhere to, whatever that may be. Consistency would be the key. While I personally don't see a direct correlation showing that the best characters are always the best leaders (c.f. Peter Principle
http://en.wikipedia.org/wiki/Peter_principle ) I have accepted that in joining a group, I respect the decisions of people involved. I'm not sure whether or not a player's character history should be considered when evaluating a character's merit for a leadership position, but what I may consider hubris others may rightfully consider indicators of commitment and competence.So someone's characters always become leaders ... if you know that, then the next step is to have fun anyway.
To avoid derailing completely, I see three factors in making leadership more accessible and enticing: first, make it worth the work; second, appropriate competition; third, transparent procedures. The first issue seems to have been discussed based on perks, responsibilities, and so forth, and the consensus appears to be that its not a glaring issue.. but certainly one to consider. The second issue brings up the kettle of fish with the veteran conspiracy, but more importantly, highlights the trouble that can occur when everyone wants to be in charge... which, if finding leaders is a problem, may not be an issue at all presently. The third issue is the one appearing most turbid as of yet: the pathways to the top of the ladder aren't known with ubiquity. However, the charm of SK seems to come from the notion that with a layer of ambiguity comes the enticement of mystery. I am not sure how much it could be addressed without running contrary to the MO of the MUD, as, well, I'm new, myself.
To give an example of that third point, one could make leadership interesting by taking the approach most real organizations do: establish not only clear and enumerated powers, but clear and enumerated requirements. Let's say I want to make a character and aim to poise them as the MC of the MC... right now, I don't know what it would take to do that nor what it would take to do it successfully once I got there. Knowledge of only the former can make for terrible leaders, knowledge of only the latter can make for terribly executed aspirations. It would not be as thrilling, though, were the whole thing a rote process. Sad are the days when membership in a tribunal, cabal, or faith is seen as a tenure-track position, in my view.
tl;dr: one of the best ways to entice someone to lead is to show them how.