It is a crazy awesome game, still awaiting my books though I have pored through the PDF. I will add two important features that this game has ans were not mentioned in the review:
1. It uses crazy dice: yup d7, d16, d24, d30 etc. Now these can be purchased from various places, but there is still no way to get a nice 'all-in-one' set, which is a pity. However they can be replicated with a die roller program or using tricks with 'normal' RPG dice. The reason they are in as that instead of increasing/decreasing bonuses, the dice size used changes, similar to how d20 does weapon size changes, but with a much greater range and granuality. And Joseph Goodman like crazy dice, after all this is a game made for him, and he is happy if you like it too!
2. There is a strong encouragement to use 'the unknown'. The idea of DCC is to have every monster you meet be unique, not from others in the DCC game, but from our RPG knowledge. So use crazy monsters don't use orcs. Or if you do use orcs don't name them as such, describe them and let the PCs name them. Keep the PCs and player's guessing, separate meta knowledge and try an emulate that feeling of mystery that you had first time you played. DCC modules will not have any stock monsters, they'll all be different.
Another point to note this is not aimed at new players and has no 'this is what an RPG is' section. But the rules are simple enough for an experienced DM to run it for newbies.
I would recommend this to anyone who wants a bit of a change, old school craziness with Appendix N sensibilities.