Here's some links in the group:
The fortunes are a great way to build your character. Every positive needs a negative. Mixed fortunes can be taken as is, I believe. I don't recall if there's a cap on fortunes during character creation, but you don't want to many regardless. Just enough to spice your character.
Check the full group
for rules on firearms and other bits.
In play, QL doesn't like stacking checks. For example, if Blaise asks to roll a perception check and fails, Kat can't ask if she can roll perception instead. It's a bit more narrative driven. If someone fails a check, the story reflects it instead of everyone trying to quickly mitigate it.
The other thing you'll find (and one of the things that makes this game stand out) is that QL has a +/-5 system for DCs on skills. I don't think he does it for every roll, but say you're trying to intimidate somebody. QL will set the DC at 15 and then list off options for what happens if you roll 10 or less (complications) and what happens if you roll 20 or more (benefits). It makes every roll exciting and can send the story careening off in unexpected directions.
That's all that's coming to mind at the moment. I'll post again if I think of more.