I'd love one on GMing philosophy. As evidenced by some of my clumsier questions on here, GMing Torg can be a pretty different beast from other more linear and straightforward RPGs. You folks have some assumptions in mind when you write adventures, approaches and so forth. You can't cover every eventuality, so how you decide what are the essentially elements to give GMs, what are they nice to have's if there is space, and what are the pieces that pretty much as a matter of course GMs have to work out on their own in the moment (or in advance for GMs who, what's the word....prepare?
A tangent to this one might be, the stuff that isn't included in published adventures because it ultimately isn't that important most of the time.
Thanks! And if that made no sense I can try to reformulate it, or else just move on to suggestions that do make sense