I have played a few games of it at conventions, which encouraged me to back several Kickstarters. While I'm not currently running it, I am reading the core rules.
I currently have 70 different rules systems, and there's one thing I want to call out about this one.
This is the first system I've seen that actually tries to teach the game as you play it. I've never seen a game do it quite like this since I started in 1989. And this isn't a starter set. This is just the base game.
The character sheet is laid out to show you how to create a character and explains what the game is, all on the character sheet.
And as amazing as that is, let's talk about what they do for GMs.
They line out in detail a plan to get you ready to run the game. They go over the elevator pitch to sell it to your friends. They give you a script to help discuss what topics are appropriate in the game and the importance of setting boundaries. They go over with you how to create a notebook and organize your campaign. How do you make maps and flowcharts of events. How do you create mysteries and other styles of games. How do you create situations that test players in ways beyond combat.
I have never seen a game do this. It's revolutionary. It does more to prepare you to be a GM in a 60 page pamphlet than a 300 page hardcover rules tome by the big publishers.