Big lesson for the night: Story Now! games can learn a lot from other forms of story-media, like television.
Case in point: the premiere of House reminded me just how important scene-framing is, especially pretty aggressive scene-framing, to keep games interesting and fun. Lesson learned -> it's not about emulating other genres, it's about using the tools of other genres to have more fun doing RPGs.
I could have cut a LOT of travel sequences from Mask and made the game a lot cooler. For that matter, I think I should avoid the "see the world!" impulse in games unless it stays within the emotional framework of the story - it is HARD to evoke wonder and awe when describing physical or sensory experiences. No problem at all to get a bunch of oh, damn's from the group when describing an action, between people, but it's damn hard to evoke the English countryside and have that be, you know, fun.
I plan on being a lot more aggressive from now on with my scene-framing, as GM - I may start keeping tabs on the next Bang coming up in the story, just to keep myself from thrashing around in old-school, we-must-record-every-moment style crap.