Character CreationBefore you start creating the individual Joes, you must decide in which decade he was born. This is important from a time frame point of view. If you choose 1920 then modern day would make Joe nearly 90. It's best to choose an era such that your players are familiar with it. You then choose the setting but more on that later.
Unlike most roleplaying games, you do not create your own character individually but you create ten Joes simultaneously with a pseudo random process. The players engage in some free thinking anarchy and scribble random words on folded pieces of paper, which are assigned randomly to ten Joes. These words act as inspiration for one of the two Statistics: "My Obsession". From there, you decide on a "My Decision" for the Joe you have. You finish by choosing an age that you feel is appropriate to the obsession and decision. Now that all of the Joes have been created, each player picks one to be their character.
SettingJoe in Ten Persons is set wherever you are. You are encouraged to utilise local landmarks. This is good because stepping from dimension to dimension through time is rich enough without having a detailed setting on top. You could set it in the same universe as your recent roleplaying campaign. The one connection between all the Joes is that they all met someone called Keeton, who showed them how to travel between parallel universes.
MechanicsThe system perches uneasily between a roleplaying game and board game. It shuns its wargame roots giving it a more storygame and less traditional feel. Joe in Ten Persons has a winner. The person to have the most influence over Joe Prime. To influence Joe Prime, you must influence the Joe NPCs. In a turn, you can either increase your influence with a Joe NPC, move the influence from one Joe NPC to another or destroy the influence of another player. These actions are taken by risking existing influence tokens, rolling some dice and roleplaying a scene.
There is considerable help with deciding the scene, although it is driven entirely from the players - there isn't a GM as such. The players compete in these scenes to gain influence and roll dice to decide who wins.