When players hire help, who runs the help?
The GURPS standard for allies, summoned creatures, etc. is that the GM runs them. I take a different approach. In my games, I generally let my players run their direct hirelings and henchmen, and any mindless servitors (undead, usually). I'll run major NPCs, strange summoned creatures, and take over any NPCs if they get misused.
Generally I do this because I've got enough to do as a GM. Also, I want the players to be responsible for anything good or bad that happens to their hired help. They get the credit if it goes well, they can't look elsewhere if it goes poorly. Like their PCs, it's all on them. Plus it helps make truly independent types stand out more - you order your spear carriers around but you need to negotiate with the barbarian NPC who joined up for the expedition.
Looking back at AD&D, I don't see much discussion of who plays the NPCs. I checked the 1st edition Dungeon Masters Guide, and it doesn't specify. It seems to assume you negotiate with NPCs to hire them, but it doesn't have much about ordering them, moving them around on the map, deciding on actions, etc.
In my AD&D days, hirelings and henchmen were really rare. We either had a lot of players and didn't need them, or a few players with multiple PCs. The one guy with hirelings was my friend's Unearthed Arcana-era paladin, who had a bunch of followers. I can't tell you now who ran them. Probably him with my input, but I'm not sure.
I threw up a poll on the side - how do you guys do it in your games?