Hey, I'm just chiming in to emphasize what the other have said. To keep from being overwhelmed, just pick one juncture, maybe one Faction, and stick to it for a while just running some standard adventures. Then, when you're comfortable with the game mechanics and the player's PC quirks, start tossing in other factions and other junctures. In my first game for my group, we started off in 1996 Milwuakee. The PCs weren't Dragons, just average guys. They stumbled onto a mugging in a park, and being good citizens, got involved and thwarted the mugging. They discovered that some criminals were trying to steal a newly acquired museum piece from a museum employee. They went to the employee's house, staked it out assuming the thugs would try again, and when the goons showed up that night, they had a firefight in a pleasant downtown residential neighborhood. Then the cops showed up, confiscated the statuette, thanked the PCs for being good citizens (after the museum worker vouched for them), and that was that. To the players, it seemed like a simple scenario to try out a new game, and some new game mechanics, and fight some bad guys. They knew nothing about factions or time travel or magic or arcanotech or whatever. Unbeknownst to them, they'd actually interrupted the Lotus' plans in the Contemporary juncture to steal a magic-enhancing idol, and they'd attracted the attention of the Pledged police force by interfering in the Secret War. So, they'd already become involved with two factions (earning the enmity of one of them) without even knowing it. I sprung that info on 'em later. But just keep it small to start out. I didn't even allow any zany powers or archetypes the first time out. No sorcerers, monsters, ghosts, cyborgs, etc. Just your basic action-adventure hero types. That kept magic and fu schticks to a miniumum until we were all more familiar with the system. For what it's worth.
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