In this game I will give a basic rundown of the Dresden Files RPG.
Part 1: Concepts
Fudge Dice as used on Myth-Weavers
Part 2: Where and What
Themes/Threats and Locations/Faces
Part 3: Who and Why
High Concept and Trouble
Background Phases and Creating good character aspects
Skills and Trappings
Part 4: Action!
Conflict (Physical, Mental and Social)
Declaring, Discovering, Invoking and Compelling aspects
Part 5: Wizardry
Using Magic, both Thaumaturgy and Evocation
Where appropriate we will actually do these things, creating them or running them in sample encounters so you can get an idea of how they work.
Notes and Disclaimers: What I won't do is give you the specific text of the rulebook, and I'm not going to talk much about the plot, world, or fluff of the Dresdenverse. You should go and buy it if you plan to use the things they've created. I'm not an expert. I've played a few games and have run my own tabletop. I've thought a lot about the whys for the rules they've created. I've explained the rules to a bunch of people and feel like I have a handle on enough of it to give a taste to people who are interested.
This isn't going to turn into an actual game. I don't have time right now, and when I do I'll be running a game for all of my GM's to thank them for the games they've created for me. Also, I won't be able to focus constant attention on this, but I will be available to answer your questions and advance the teaching at least a couple times a week.
I'll be asking people I know to be knowledgeable to speak up to elaborate on or correct things I've said.