Hey noclue. Thanks for listening, and for the response and the comments on the episode. Sorry it took me so long to get back to you.
I think that the problem we encountered was twofold. Firstly, it was the first time I'd run the game, and I was essentially doing it blind. Meaning that I hadn't played in an AW game before and didn't really know what to do. I mean, I knew what to do from reading the book cover to cover several times, but book knowledge is very different from practical knowledge. I said this on the episode, but I think that AW is a game that you can only run (or at least run well) after having it run for you.
Secondly, and not to throw my players under the bus here, but no one else had read the book or knew anything about the AW system or how narrative it is. I suspect that they were suspecting a more "traditional" game, one where the GM/MC sets up everything about the world for them. They seemed really taken aback with the questions during character creation and with the amount of creative input they had. My players are not railroaders (well, not all of them) and some of them are very proactive, but AW seems to crash and burn really hard when the PCs just kind of sit around doing nothing.
It's also my fault for not making it perfectly clear to them that the first session of every AW game is character and setting generation. I got the distinct feeling that at least one of the players kind of thought we were wasting time and not really "playing". That's totally understandable since I didn't articulate that beforehand, and also since we were only doing one-hour sessions over Skype. I can see how someone would be disappointed if their entire play session for the week was just the MC asking them questions.
I was asking lots of questions during the first session and Hx assignment, but it can be pretty damn hard to do that. It's kind of like a game of ping-pong; if either the players or the MC "drops the ball" by being unable to come up with something, then the whole process kind of looses momentum. This didn't get mentioned during the episode, but after that first session I got private emails from my players saying they needed more information about the setting. So I kind of broke the rules and set up most of the setting, including all the details such as who was in charge of the caravan, what they did for food, MC characters and friendships/rivalries, etc. for them. That fell absolutely flat.
I didn't want to railroad them and tried to dangle plot hooks in front of them, but no one bit on anything naturally, because none of the PCs were invested in anything that was going on. I tried to set things in motion by having one of the Hardholder's lieutenants cut up one of the Hocus's followers (the player decided that his followers were prostitutes, like temple whores). That went nowhere, as they just kind of said "don't do it again". I tried to split loyalties by having the Hardholder (an MC character) "request" that the Faceless join one of the raiding parties and "keep an eye on the Hocus" (the players decided that the Faceless was one of the Hocus's followers), and that went nowhere. I was actually getting a little bit pissed off at how buddy-buddy the PCs were being.
But ultimately, the game failed because of my MCing skills. I listened to The Walking Eye's actual play podcasts of AW after the fact and realized what I was doing wrong. I hadn't put the characters into situations that demanded a reaction from them. I had made the character's lives boring. I wasn't creating situations that required a "What do you do?" for the players to react to.
Hopefully I've learned from my mistakes for the Monsterhearts game I'm running now. Sadly though, I think I've wasted my one chance of running AW with this group.