Don't be nervous! You'll do fine, and I'm happy to sit back and watch you do an awesome job, just answer questions and provide advice, or actively help you out. Whatever you prefer.
For those new to Fate,
this is a fun primer...
The Condensed sheet that our GM shared is awesome, but dense. Here's a quick take on things...
Fiction First -- always just describe what you want to do. Don't try to match it with one of the four actions.
The Four Actions -- Attack, Defend, Create An Advantage, Overcome. Every action in the game that's mechanically important will slot in here. But see above!
Outcomes -- whenever you bounce dice on one of the actions above, you'll succeed with style, succeed, tie and get a minor advantage called a boost, fail
or succeed at a cost.
Aspects -- the bit everyone talks about. These are just facets of things that matter in the game. Characters have them, objects can have them, scenes have them, even the campaign as a whole can have them. They are touchstones and narrative beats that we will reference to make things easier, harder, and more interesting for our PCs. They are almost always two-way, positive for some reasons, negative for others. If you're a "World Class Boxer," you're good at fighting. But people want to challenge you and you might have lingering injuries, etc.
PCs have a
High Concept, a
Trouble, a
Relationship, and two
Free aspects. These can be
Invoked to help or hinder your rolls, they can be
Compelled to make the narrative more interesting, and they really should lay out there the things you want to explore about the character in the game.
Stunts -- think of these as Feats. Things you're really good at. They often break the rules in minor ways.
Stress -- think of these as plot armor / hit points... they are used to absorb various kinds of harm. You'll have a few, and they refresh between scenes. Not a huge deal to take stress, but next up is...
Consequences -- once your stress boxes are gone, taking further harm is going to give you a Consequence. These are injuries, illnesses, lasting damage of various sorts that takes long to heal... and that acts like a new aspect that can be Compelled or Invoked. You can usually take three of these before you are Taken Out. (Knocked unconscious, killed, really sad, left behind, etc.)
Fate Points -- metacurrency used to Invoke and Compel aspects. You'll generally have three, and earn more by having your own aspects compelled. Also note that some aspects come with a free invoke, and don't need a Fate Point to activate for the first time only. (Once a free invoke is used, it's gone).
I'll shut up now, but I know that some of these concepts can be a little different than what you see in most trad games. Will give my PC some thought today...