(Assuming both options are about putting the control of the server in the hands of one or some players, rather than publisher-controlled servers which - to the players - are presented as a peer-to-peer function.)
I like having the option for dedicated servers, though on-client servers have their place as well. Depends on the game.
Case: Neverwinter Nights
A dedicated server can run a persistent-world module that the players can treat as a "mini-MMO", connect to it and playing at their leisure.
Case: Baldur's Gate, Icewind Dale
Since the games are very much story-driven, having the story progress without your character being present can mess stuff up bad.
Case: Unreal Tournament
There are no character levels, no story, the world doesn't change. Each game is a randomly chosen map (within set restrictions, such as game type) and the player chooses a new character model each time they connect. A dedicated server can be set up to ease and quicken future games' set-up time.
Post edited December 10, 2013 by Maighstir