Recent ENWorld comments like these beg the question: how do you condition your gaming group for increasingly complex RPGs? I use GURPS as the titular example because it's the first system that comes to mind when I think of the sheer number of pages and books dedicated to rules and tables.This game has a steep learning curve - enough to scare off entry-level players.
A game master gains a level of prestige AND demand when she is able to GM a difficult or enigmatic game.
The answer, in GURPS's case, is "one book at a time."
But what if you have a different end point, or starting point? Do you soften up a game group with a light game, with the hopes of conditioning them to play a more difficult/complex game?