FATE was a breakout point for our group, 12-13 years ago. Mostly D&D before that; we tried Reign, Burning Wheel, and various others, and then tried Spirit of the Century (a pre-core pulp-era FATE game). It was the first time all four at the table were jazzed and the first time (ever) that all four wanted to ref. The system was flexible and inviting, and collaborative, and very forgiving for new refs/DMs.My problem has been finding and keeping players interested in other RPGs. Most of the time I can only find enough new players, or convince current players, to play 2-4 game sessions of anything outside of D&D. Then real life issues come up, or players get tired of the RPG. D&D is most player's entry point to RPGs so games that don't follow those mechanics and ecstatic are hard to attract and keep players interested in.
There are a number... some with recent editionsD&D is extremely centred on fighting and killing. Almost any other RPG - at least any without a Monster Manual equivalent as a core book - will be less so. Traveller, mentioned upthread, is a good example, but really there is not much outside D&D clones that are anything like so combat centric. Even playing Savage Worlds in a zombie apocalypse, we avoided combat where possible.
The very best piece of tabletop roleplaying game advice I have ever seen was walk, don't run, into conflict. It basically means that we should take our time to understand the context of potential conflicts before rushing headlong into them. Basically let the narrative breathe a bit. In our games we might often go 3-4 sessions without a fight. The potential for violence is usually there, but a significant part of the tension is if there will be violence or not. We also make sure that we always consider the ramifications of violence, in the setting and on our characters. Sitting in that fallout for a bit is also part of not running into conflict all the time.
Here's the blog post I saw this in:
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Walk, Don’t Run To Conflict
Fictional conflict is often the centerpiece of game design and as such the texts advocate “getting to the conflicts.” I believe that historically texts have over emphasized this central point from …playpassionately.wordpress.com

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.