I'm having a problem getting buy-in from my players en masse regarding story games. Through a degree of parallel evolution, we have been using a number of techniques (collaborative world building, dramatic editing, player scene generation etc.) in our traditional rpgs for years, but the jump to actually playing SG's seems to always falter. Except for Spirit of the Century.
What tends to be the issue is that whenever we discuss a game, someone will tend to fixate on a certain point in the game and therefore almost enact a veto on the game. Some examples:
Burning Wheel: Crunchier than chewing diamonds - and that combat system just looks like a complete disconnect!
Burning Empires: See above, and is it even a roleplaying game? Sounds like it should be a board game?
Dogs in the Vineyard: Religion? I hate religion. And we all play the same type of character? Why would I want to enforce morality?
Primetime Adventures: We are not ready! If we play it, we might spoil it...
Now, to be fair, we are playing PTA but not by-the-book. It's very much in the traditional mold of the GM-as-primary author. The game is still excellent (it's managed to get me over my hatred of 1920s games) but it isn't 'proper' PTA and was never propped as being that by the GM. As I mentioned above, we are also playing Spirit of the Century and FATE is increasingly becoming the go-to-game for us when we have an idea for a campaign.
However, with my first GenCon trip imminent, I fully intend to bathe in as many game-on-demand sessions as I can get, and bring back a swathe of new games. Any hints as to how I can sell these games to my players better? The final irony.... my profession? Yup, I'm a card carrying professional marketeer! Oh the shame...