Τhe cave you fear holds the treasure you seek.
My lucky number is four billion. That doesn't come in real handy when you're gambling. "Come on, four billion! Darn! Seven. Not even close. I need more dice." Mitch Hedberg
A nice friendly approach:
You and your friends sit around a table or the living room, talking. You’re collaborating on a story about these characters, these Watchdogs of God, their adventures and the challenges they face. Each of your friends acts for one of the characters, making decisions and taking action and speaking pretty much for that character alone. Anybody can suggest anything to anybody, but when it comes to that character, the buck stops with that player.
The game works best when the players all contribute, all the time. You should all call out suggestions, kibitz, laugh, digress, ooh and aah, say what’s cool and boo the villains. I’m serious, just because your character’s out of the scene doesn’t mean you have to sit quiet.
This is where DotV deviates from the norm:
Furthermore, the game calls for a pretty particular division of power between players and GM, one you might not be accustomed to. For instance, it’s never the GM’s job to plan what’ll happen. The GM’s job is to create a town at a moment of crisis (which I’ll tell you how to do in good detail) and from then on, only respond. Play the NPCs up to your elbows but then be willing to let them die.