The largest team I have run.
Balloon was a student production at USC Games, not paid work. The team was 26 people across engineering, design, art and audio, from ten countries and several majors, with an investor-backed brief and a hard delivery window. I owned the development plan from concept to a playable, production-ready milestone: scope, resource allocation, risk assessment and the schedule.

Running a team of 26.
Scope
Deciding early what the team would not build.
Resource allocation
Assigning people from the four disciplines to whatever was blocking the next milestone.
Risk
Identifying early what could delay the delivery date, and costing each mitigation so the team could decide whether to take it.
Milestones
Each milestone was defined as something playable.
With a team this size, most problems were coordination problems. Most of my work was setting up routines so that nobody sat stuck for a day waiting on someone else's answer.
The team and the investor.
I turned the creative vision into tasks the team could start on, and reported progress to the investor against business objectives.