So sorry to hear about your two former players passing away, AK. That's neat that you're honoring them like you are.
Having run a large group like that, I can offer a few pieces of advice:
1) Just go ahead and play, even when everybody can't make it. My group's about that big normally, but tomorrow we might only have 3-4 players, and I'm really looking forward to it (as things can move much swifter with that number).
2) Consider getting a few of the players to 'help' in some way. I often appoint one player as the "Knockback Guy" (he simply always looks up the amount of knockback players get per the rules included in Super-Crooks); this saves me lots of time thumbing through rulebooks. One could even chart or keep track of initiative, if one was so inclined (though I've never done that one). This keeps the chosen player much more tied in to the action.
3) Consider giving one or two of the players the opportunity to play a villain. You could even rotate this function. Giving a well-described villain to a veteran role-player can be a lot of fun for everyone. That player gets to "let loose" for a session, and it's far easier and smoother to run a 5 vs. 5 combat than it is to do 8 vs. 8. When the GM is running 5 (or more) villains, it's tough to do them all justice, but other players can end up really bringing them to life. You can't do this all the time (if you did you'd want to rotate the players who played villains), but it can provide a welcome change of pace occasionally.
Best of luck with the campaign!