To you more seasoned GMs - Got any good ideas on how to introduce players to a new rule set? I was thinking of running a fairly straight-forward adventure arc where the players knew up front that it was short duration and mainly a mechanics experiment rather than a true roleplaying experience. They'll know up front that ad GM I'll be testing how hard/easy it is to kill PC's, they're not tied to a single character so if they want to try something new, go for it. To toss a veneer of actual roleplaying onto it I'll probably say they're all employees of some sort of "adventurers for hire" sort of company that has been commissioned to explore some random ruin on the IK map that happens to be near a city. That way they can have social interactions in town, more traditional "dungeon battles" in the ruins, monster encounters on the way there/back, etc.
Does that sound like a decent idea? Got any other/better ideas on how to kick the tires on a new system?