So I guess I should explain the rules of the game...lol. It's a very simple system.
In short, you'll roll between 1-3 d6s, looking to beat a difficulty of 4-6. Perks allow you to spend luck to decrease the difficulty (from a 5 to a 4 for example), while your quirk increases the difficulty by 1 (from a 4 to a 5 for example) to regain 1 luck. If you get multiple successes, such as two 5s on a difficulty 4 test, you get an exceptional success and get a bonus effect. If your dice show all 1s, its a critical failure. Players are encouraged to narrate their own results instead of the GM.
Grit is your health and resolve. Your max is 3 grit points and when it reaches 0 you are taken out of the scene. Characters don't die unless the player decides to retire the character. Grit can be restored between sessions but since its a one shot that won't really happen. Instead, characters who reached 0 grit will begin the next scene at 1 grit point. The other way to restore grit is a dramatic interlude, which is a roleplaying scene between two characters where drama is created or secrets are revealed.
Luck is mostly self explanatory. It is spent to lower the difficulty of a test by one. Luck is only recovered when you use a perk to make a test more difficult.
That should be about it. Let me know if you still have any questions.