I've played in two Amber games: one was the best roleplaying experience of my life, the other was a colssal waste of time and effort.
Some observations from my limited experience:
• Be very, very discriminating. Amber has few safeguards against twinks, powergamers, or metagamers. These people will ruin an Amber game faster than you can say, "Ghostwheel". Only invite the cream of your gaming circle. Better yet, invite a few *non-gamers*.
• Watch how the players conduct themselves at Auction. It's often an accurate preview of what the game as a whole will be like. Troublemakers at Auction will invariably be troublemakers in-game!
• Plot is overrated. It's often better to simply dump characters in an interesting situation and see what develops rather than always worrying about forwarding the plot. The characters come first.
• If you can get in the groove of 'creating a story' rather than 'playing a game', you're halfway there.
• If you're a player, you must have complete and utter trust in your GM. Unlike many RPG's, you are *not* playing against your GM...you;re playing against the other players
