I do believe it is extremely useful to write a journal. I am a custom-world maker and not only do I keep a journal, I try to keep a chronological document of events. The fact of the matter is that many of these events, or journal notes, might never see the light of day in a certain campaigns. But what they do allow is for consistency across the entire world, thereby providing you (storyteller) with an opportunity to come back to a world you have developed, start a new campaign with new character, and be able to revisit certain places, people, or situations that help you establish a culture. It takes me a whole 2 seconds to write that in XXX town, the players went to the Squeaky Wheel tavern, where they met Yoyo, who was butt ugly, drooled, and had a ten year old ugly daughter whom he bossed around all the time. While Mr. Yoyo is not a memorable or perhaps relevant character, his return in other sessions, heck, perhaps other campaigns of the same world, helps the storyteller develop both a style and feel of that world just by its recurring characters. It may be that Mr. Yoyo died, but some players may come back to the same tavern, now owned by a beautiful woman who was Mr. Yoyo's daughter now grown up. There you've got yourself a sense of time passing, a good establishment of feeling and mood, lore, culture, and consistency, all out of some stupid tavern that mattered not ONE IOTA to the game as a whole. Honestly, it may seem like a trivial note at the moment you add it, might even be something that you spat out spur of the moment. But you can turn that nothing in to something down the line, just because you got yourself organized and kept your dates, events, and people in order.
I keep a journal in alphabetical order. I break it down between sections of a world, some of which may have details that are not really important to the world as a whole but are specific to the town and give it its own richness. For my world, I have what I call the Tome of Halikar, and from that I am working the Tome of Lakeland, which is a duchy of the northern kingdom in Halikar, both with many details, one more specific, the other more broad. And because I have a chronology in the background, I don’t miss much, and for once, the HISTROY skill, is not useless to have! If a player makes a check, rather than me saying, "yes, you know what happened," this time around, he will leave with specific details of the event, which will help the player enjoy his experience of the world more fully than otherwise, when the world seemed more like a hollow shell.
I like the reward idea Gary posted. I do believe I will use that for my players. Thanks Gary! 
-Jaime
"It isn't the strength of your hand what changes the world, but the mind that moves the touch."
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