Starting the Game
The GM should have an idea for their game to give the players a jumping-off point and get the story started, but as far as actual gameplay, they should make sure all the players have what they need to play. This consists of:
• A Basic Grasp of the Game's Mechanics: Explain how this game works. You don't need to tell them every detail of how to play, and some mechanics can be explained when the need for them arises. The players should understand that they will be obtaining and spending Tokens to perform actions, what their character's Stats mean, and how the Feats work. Handing out a copy of the Key Feats Quick Sheet can be very helpful here.
• A Character Playsheet: The GM should hand out a selection of character Playsheets for the players to choose from. These can be photocopied from the book or printed from its PDF equivalent (just remember both sides). They should pick one that appeals to them and fill it out following its instructions and with guidance from the game rules and the GM. This should only take around 20 minutes to do, as the characters are designed to be created quickly.
• A Loose Idea of What the Game Will Be: If the game will be primarily cave exploration then maybe the GM should tell the players, so they don't choose something like a warhorse when filling out their character Playsheet. Let them know pertinent details so they create a character that will be useful to the adventure.
• Set Up the Combat Ring: Follow the instructions so the player's Combat Ring is ready for play. Explaining how it works is also a good idea. It is essentially the player's "health meter" but they merely need to keep track of where their turn lands on it, not how "full" it is. Light pencil marks that can be easily erased are recommended.
• Starting Tokens: Hand out some Tokens to the players. A good starting number for a typical game is 10 standard Tokens. With experience, GMs may learn that games they are planning may benefit from more starting Tokens or fewer starting Tokens. A horror game may start with no tokens to invoke a feeling of dread or helplessness. The amount handed out at the start of the game is ultimately up to the GM.