Everything starts with the driver of the car. Circling clockwise every player states and evocative name and concept for his character. On the second pass around the car, everyone picks and says the one thing that his or her character is good at. And on the third and final pass during character creation, everyone chooses one thing that his character is bad at. I suppose you could write these things down, but then the game wouldn't be paperless. I'm operating under the impression that everyone can at least keep a name and two skills in memory for the duration of one role-playing session.
This is a competitive rpg. The object is to be the first to find the car. Where's the car? Nobody knows, but eventually someone will have to find it.
The driver is the first GM of the game, which means that the player sitting in the back left-hand seat of the car will be the first player. When a player gets to take his first turn, the first action will come from the GM. The GM decides where your character is, and sets an initial conflict for you character to deal with. You then state five actions for your character. You and the GM see each one of your actions to a satisfactory end and then proceed to the next. You don't have to use all five of your actions during your turn, but you may not save actions from one turn to the next. Remember, your ultimate goal is to find the car before anyone else so you should try to accomplish as much as you can towards that end in your turn as you can.
Characters begin the game separate, but if two or more characters join up then those players combine their turns. Play proceeds normally, but now any player on a team may give one of his actions to any of his teammates. Players may only give future actions away. In other words, if John gives Mary one of his actions John will only receive four actions on his turn instead of the normal five. Alternatively, a player on a team may take up to one of his own actions during the course of any of his teammates' turns. Again, you may only spend future actions; never unused actions from previous turns. A player may quit a team at any time, but he is then no longer allowed to work together with other teammates.
Normally a turn is restricted to the actions of participating teammates and their GM. However, at any time during the game a player may want to introduce a complication into another character's turn. A complication is some sort of twist, or unique happening that neither the GM nor participating player was working on. Complications cost a player one future action each.
Likewise, for one future action any player may veto the GM. A single decision of the GM's may be reversed with a veto, and there's nothing she can do about it.
The game ends when one player finds the car. This is a competitive game and more importantly only one player may win. So ditch your teammates before it's too late and make a mad dash for the car. It's cutthroat baby!