Sure!
The good news is that there is TONS of great advice on this. A quick google search for "apocalypse world one shot" will immediately link you to some awesome conversations. Here are a few samples I would recommend (roughly in order of length/importance):
https://partialsuccess.wordpress.com/2013/11/21/how-not-to-run-apocalypse-world/ - The shortest and best place to start
http://rpg.stackexchange.com/questions/76764/how-to-modify-apocalypse-world-for-a-one-shot-game/76765http://apocalypse-world.com/forums/index.php?topic=490.0http://story-games.com/forums/discussion/11872/apocalypse-world-one-shot-advicehttp://www.story-games.com/forums/discussion/15675/apocalypse-world-tips-for-running-at-a-conhttp://www.story-games.com/forums/discussion/13941/aw-convention-demo-adviceThe short version (TL;DR, as they say):
When you decide to run an AW one-shot...Read the first link, above. It's solid advice.
Then choose which playbooks you feel excited to MC for, and put away the others.
Finally, choose 1:
* Put together a focused scenario yourself. (I'll give an example below...)
* Bring the "Hatchet City" scenario, possibly trimming it down for content you want to focus on.
* Tell the players: "One of you is the Operator. Who is it? Ok, the rest of you are her crew." Roll the Operator's session move, and you're ready to rock.
* Tell the players: "One of you is in charge. Who is it? Are you a Hardholder, an Operator, a Chopper, or a Hocus?" Then position players against them in different ways. "Which one of you is the thorn in her side? Which one of you is angling for their position?" Etc.
* Tell the players: "We're going to get a taste of AW, not the full experience. Things will just start getting good and we'll probably be about to stop." If they're cool with that, use the first session rules as written.
These are all discussed in the links.
Now:
The bad news is that making a successful one-shot for AW is not an easy or obvious thing. Lots have struggled with it. The game is not optimized for that. (Many have also had awesome one-shots! It's not impossible, not at all.)
* "Hatchet City" is a good scenario, but not ideal for a "one-shot". It's designed, rather, to demonstrate what a later session in a campaign feels like. It's best with lots of players, and sends them all in a million directions (there are about 22 NPCs in the scenario, for instance!). Don't expect it to wrap up or stay focused.
* The Operator is no longer supported in 2e. Also, some people have not had success with that approach (even while most seem to!).
Now, the further good news - or complication - is that you have TWO sessions! I think there's no need to spend a whole session on character creation. That's nice for a long campaign, but you should be more economical here: get to the game quickly! (So, maybe Hatchet City would be great for you after all - I don't know anyone who's played it over two sessions, but that would be a very different dynamic!)
Here's a brand new idea, from me:
If (IF!!!!) all your players have seen "Mad Max: Fury Road" (and you have, obviously, right?), tell them this:
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"We're going to make our own 'Mad Max' film. It will start in a similar way, but then it's free to go in any kind of direction. OK? Imagine the first few minutes of the film - that's where we start. Big rock stronghold in the middle of the wasteland, the local overlord rules it all, and pours water out of huge floodgates onto the thirsty masses... But today, something major is about to happen here.
Now, who are you? You can be:
1. The boss. You run the place. You're in charge. Create your character as the Hardholder.
Choose:
If your Wives (or even just one of them) were to go missing, who would be more furious?
* You
* Your subjects
(Mention it's possible to leave the Hardholder as an NPC, instead. The second option allows the Hardholder to be a reluctant "good guy".)
2. The Hardholder's most prized Wife. Not for long, though: you're about to escape. The other Wives, in your view, are generally weak, stupid, loyal to the Hardholder, or pregnant. But you, you're special. Choose: are you the Skinner, the Battlebabe, or the Angel?
Also tell us:
* If you had a chance to escape, would you want to take the other Wives with you, or make a go of it on your own? (You can change your mind later.)
3. You're a prisoner, a new person who doesn't belong here. No one really knows you. What's your deal? Choose the Quarantine, the Gunlugger, or the Battlebabe (for the last, only if character #2 didn't already claim that playbook).
Choose 1:
* You've just spotted the perfect opportunity for an escape. Describe it! Which other character will be able to see it?
* Another character (or one of their lieutenants) has come to rescue you or let you escape. Ask who it is, and ask them: Why are they helping you?
4. You work for the Hardholder, you're one of his lieutenants. Which are you?
* You're the Driver. You've got a big-ass truck, mighty and fast, which you know inside and out.
* You're the Brainer. There's another crony who drives a huge truck, and you've got him wrapped around your finger - you can play him like a marionette.
Now! You've stumbled on an opportunity to take something the Hardholder loves so dearly: his Wives.
Choose 1:
* You're doing it because you've had enough. You want to help, you want to improve the world, you want to rescue someone from terrible slavery.
* You're doing it because you need a bargaining chip to get what you REALLY want. What is it?
5. You're not one of the Hardholder's people - you hold your own, and you are *important* around here. Perhaps a rival warlord, or something like that. Choose if you are the Chopper, the Hocus, or the Maestro'd. Your home base is the next settlement over, not too far away, maybe in the cliffs on the horizon: another oasis in this wasteland, smaller but still lively.
Choose:
* You're hanging out just outside the Hardhold, with your people, ready for action.
* You're an honoured guest at the Hardhold, enjoying the Hardholder's finest.
Also:
* Choose one of characters 2, 3, or 4. You feel that they *owe you*... or that they are owed *to you*. Either way, you're not leaving until you get your hands on them, or some compensation. Which character is it, and why?
Now, if the Hardholder is a PC, ask them:
* What do you depend on me for? What would happen to your Hardhold without my help?
If not, tell the MC to ask you the same:
* What does the Hardhold depend on you for? What would happen to the people here without your help?
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(MC: Think about this and create it as a Threat. Later, if the game flags, bring it into play.)
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To start the game:
1. For the prisoners with valuable gear: ask them where it is, and how hard (or how easy) it would be to get their hands on it. Accept their answer! You're trying to find an excuse to give it to them, not keep it away. Tell them it's an option to just "find it" or steal it - it's not actually theirs just yet - and that, in this case, you'll contrive an opportunity for that shortly.
The first scene:
* Find out who's helping the Wife escape. Ask them what the situation is like, and why they don't have much time. What's the immediate danger?
Ask the players (any of them!) lots of questions about this; find out what the circumstances of the escape are.
Frame the first scene right as it's happening! Maybe the Driver is busting open the door to the Wives' quarters, with some of the Hardholder's hit squad just moments away; something active and juicy like that.
Your Mad Max movie starts now...