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As most fa/tg/uys will tell you, tabletop adventures is something of a clusterfuck that suffers from a lot of system bloat. Also, the core mechanic leaves quite a bit to be desired. A much simpler and cleaner system is to use a World of Darkness conversion or other more established roleplaying system that is designed to convert easily such as GURPs or Savage Worlds (no idea if either of those have a conversion premade though). Having said all that, don't let me dissuade you from having fun with whatever rule set works for you.
As for whether or not you should GM, GMing is a large responsibility and in order for the game to be enjoyed by all you should have someone good at improvisation, very creative, willing to put in time to planning and organization, and who enjoys the design process itself. If you're very excited about this system and have friends willing to play it with you it might be best for you to GM at first to help them become accustomed to the system, especially if they are new to tabletop roleplaying games in the first place.
And of course, if you would like more tips on any of the actual preparation or playing of the game the denizens of /tg/ are always happy to discuss the subject with newcomers and veterans alike.