Okay. To address a few points:
1) magic: Just like with weaponry, magic is something that can neither be relied upon, nor ignored. I'm certainly willing to let some characters start with one or two utilitarian-type spells, especially ones that cost no sanity points to use or learn. But, if the spell is in a tome that grants Mythos points to read and costs sanity, I'd need to hash it over in private before allowing it. Same with weapons. If you've got a great era-appropriate weapon you'd like to take that isn't in the list, just talk to me in private, via PM or Skype. Consider your character's background and demeanor before deciding what spells or weapons you'd like to use, and keep in mind that they
will be near-useless against a lot of otherworldly creatures.
2) the mood: like Mikey said, adventurers questing against dungeon monsters is not what we are; We're human beings, with human flaws, and human frailties. The game already has a mechanic for dealing with insanity from the same source - the first time our group sees a Deep One or a zombie, for instance, they will roll, and may have seriously adverse responses; after a while, seeing the same creatures won't cause sanity loss. Until you don't see any for a week or month; then the trauma would be brought back up, and you might freak out again. Or not. I intend to be fair about sanity loss and gains, the latter of which are entirely at the Keeper's discretion. In the end, everyone should have fun.
3) characters: create as many or as few as you'd like, but be aware of two things - the time scale of the first scenario is roughly a month; that might not be enough time for your cousin Pete from Europe to travel to a small town in New England if he's your backup character. Secondly, any character not present (whether through absence or death/insanity/maiming) at the end of this scenario will miss out on a really interesting development. I will again advise you to play two at once at least.
4) the set-up: two parts here; first, determining income - in the pdf, there is a section on character creation; in that section, it tells you how to determine income for your era. Second, the opening - I'll write an opening that includes one of my characters arriving at what will be our base of operations for this scenario. This should provide enough information for everyone to write their intros accordingly. If you want to go over how long and arduous your trip was, feel free. Travel in 1895 wasn't an easy thing.
5) the future: if people like the first scenario (and it's ending), we'll move ahead with the second one. For the second scenario, the situation and setting will be completely different; it will be a set-up and then a blank slate for you guys to explore and discover. The time scale will also be a lot longer, in all likelihood.
In the end, the majority of the gameplay is up to you guys. Do we rush in the front of the abandoned mine, or try to find another entrance? Do we attack the antagonistic cultist in broad daylight in town, or sneak into their compound at night? All up to you guys, but every course of action will have concequences. I won't railroad gameplay, but there will be some additional "guidance" for the first scenario, especially to help you all get into it.
There is only one way of avoiding the war – that is the overthrow of this society. However, as we are too weak for this task, the war is inevitable. -L. Trotsky, 1939