So, I'm about to start running the Dresden Files RPG for my local friends, and I just have to chime in here and say it's a breath of fresh air for me. It's a very story focused system, but still has a nice amount of crunch to it. One of the basic idea is that besides a few wide ranging skills that also represent attributes, your character is made unique by its Aspects. Aspects are basically words, or better yet phrases that describe your character. These aspects can be called on by the GM, or used for an advantage by the player, within reason and story. To do so you use Fate Points similar to other RPG fate points, but integrated much more into the game than just simple pluses or points to use to avoid death. Not only do characters have aspects, but nearly everything has aspects. During the game, there's an interplay between fate points, aspects, GM story, and player action. GM can offer up a fate point to compel you to act more like you've written your character, generally causing a little bit more trouble for you but giving you a fate point to help deal with it. But, you can choose to avoid that complication by spending a fate point of your own to cancel out the compel. During play you can use fate points to call on your own aspects to give you bonuses on actions if there's a good enough reason for that aspect to help you, and the bonus is pretty significant. This gives players an incentive to make their aspects as interesting and descriptive as possible so that both the GM and player can make good use of them during play. You even get fate points just for the GM using one
The book itself is written in a way that pretends its a book being written by well known characters from within the novels themselves. The idea is that these RPG books are being written like how their world's version of Bram Stoker's Dracula novel is. Because the Dracula novel in their world was written as basically a thinly veiled how to guide to kill a certain type of vampire in the setting, which resulted in that type of vampire being nearly wiped out. So, they're writing this RPG as a how to guide to warn people about how to deal with the supernatural baddies in their world. What's even funnier is that in the sidebars of the book are notes written back and forth between the characters collaborating on the book, making comments, suggestions, jokes, or recollecting events from the novels that the RPG book hints at. That in itself makes it a fun read.
Not to mention, Jim Butcher is a role player himself, and he collaborated on these books.
The story, well, follows true to the books, but it's also way more than the books. There's enough to play the characters or setting (Chicago) from the Dresden books, but they have a great setup for the GM and players to collaboratively create Dresden-ized versions of any city players want to play in, alongside making characters. It's a very rich setting to play in, also made great by the fact that it is, at first, very much like the modern world we live in.