On the subjects of the learning curve and 'running' the game (as GMs, which both admins and regular players count as):
Many aspects of 'running' Sindome, whether it's on the admin/GM side driving plots and other IC interactions, or on the player side, where it's a player driving their own character's agenda, do match concepts from the tabletop/PnP paradigms ('paradigms' plural, there are more than one).
One thing thats very different about Sindome compared to tabletop/PnP games is, a shitload of stuff can, must, and does happen without GMs/admins getting involved at all. There are players who drive entire <can't say OOCly> and <can't say OOCly> and plots with NO GM input at all, other than maybe puppeting the doctor or the judge or the employer boss or whoever else, when events blow up and call for it.
(Not to say GMs don't drive a lot of plot and action. We do.)
I've seen first-day new Sindome players get into shit very quickly. Real first timers, not just veterans on new characters or new accounts. (Obviously veterans do usually manage this more quickly, in general.) The first-timers who do achieve this are usually ones with significant roleplaying experience.
Many, many first time Sindome players to spend weeks finding their way. It is not uncommon at all to spend this amount of time learning the conventions and the effective ways to pursue their character's agenda ICly. I did when I was new, I spent a long time treading cautiously and not having anything for my character to offer or attract other characters' attention. But all of us went through this, and, if your character's has an agenda and pursues it, it will probably get other characters' attention and earn you some RP.
For better or for worse. Because, I've also seen players fuck it up by having their characters behave in alienating ways, and wind up with no allies. Or become victims of someone else's agenda, outside their own control. This is positive and not negative, because, both failure and success are necessary for the telling, acting and living of any worthwhile story.