Nemesis Destiny
Adventurer
As a GM whose groups have primarily played D&D and Shadowrun, the times I've run CoC, the one big stumbling block I had (besides introducing and getting characters working together), was the investigation element. The players just didn't seem to "get" that aspect of CoC (most of them hadn't read any Lovecraft or other Mythos fiction).
My suggestion would be that if your players are also not used to that style of play, that you go easy on those elements and focus on a more "pulp adventure" style as others have suggested.
My suggestion would be that if your players are also not used to that style of play, that you go easy on those elements and focus on a more "pulp adventure" style as others have suggested.