How this game will work
This ought to all be pretty straightforward for those who have played tabletop rpg's before, but some of our players either haven't or might need a refresher, so here is more or less how things go:
Turn Procedure
1. Intention
I, the GM, ask you, the player, what you want to do. Usually I'll preface this by providing you some background information or presenting you with one or more problems.
You tell me what you want to do. You can layer this with as much or as little roleplay as you like. It would be helpful if you could tell me which skills you'd like to use, but in case you don't, it'll be covered in step 2. If you can't think of anything for your character to do, all you need to do is say so.
ex.
Player: Johnny walks into the corner shop to get some bubblegum.
2. Complication
I, the GM, may or may not present you, the player, with one or more obstacles that need to be overcome for you to accomplish your Intention(s) for this turn. This will usually come in the form of a skill or attribute roll, but sometimes not. Usually there will be several different ways of solving a particular problem. Don't be afraid to think outside the box.
You tell me how your character tries to solve this problem.
Sometimes, your Intention doesn't face any obstacles. If this is the case, this step is skipped and we proceed from 1 to 3.
Sometimes, one complication will lead to another complication. This step can be several posts long, and generally will be if you are trying to accomplish something complicated in a relatively short amount of time.
ex.
GM: The storekeeper informs you that a pack of gum from this store costs $0.10. Johnny has left his wallet at home.
Player: Johnny pulls his gun on the shopkeeper and demands the pack of bubblegum.
3. Conclusion
I, the GM, tell you what happens; whether or not your character achieved what they intended, why or why not.
ex.
GM: The man gives Johnny the bubblegum.
Time Scales
Depending on the context, a turn can represent almost any length of time within the narrative.
Combat Time: The player characters is engaged in combat. Each Turn represents somewhere around 10 seconds. Ex: Johnny shoots the mafioso.
Encounter Time: The player character is doing some specific thing in a specific time and place that is dangerous or of questionable prospects, which needs to be roleplayed in some detail. Each Turn represents a few minutes. Ex: Johnny sneaks into the kingpin's hideout.
Crunch Time: The player character is in some form of trouble or conflict that requires day to day tactical considerations. Each turn represents a day. Ex: Johnny stakes out one of the kingpin's clubs so he can follow his goons to their hideout
Down Time: The player character is more or less running the business as usual, with any problems for the most part being of a big-picture, strategic nature, most of which can be delegated to subordinates. Each turn represents a week. Ex: Johnny runs his speakeasy. There's word going around that somebody has started muscling in on his suppliers, and he suspects the local kingpin, but just to be sure he tells his crew to look into it.