Responding to Luke, but I figured it was worth adding as a separate post...
I like Joey's take on the setting of Werewolf: The Forsaken, as I would enjoy yours, Luke (and have in the past), and I wouldn't mind taking another run at a local game some time in the future myself. I'm more comfortable with working within the Camarilla straightjacket in Forsaken and I have a deeper level of trust with the local Forsaken players, so my staying power would be better than it has been in the past.
Lessee'. I'd run an overarching story with sub-plots, naturally. I'd start most games McGyver style, with a small vignettes taking no more than one-half hour, allowing the latecomers to have a second jump-on point. Then we'd break for "credits": Game announcements, administrata, handouts with results of downtimes that don't require scenes and with rumors, discoveries, ally/contact updates, etc.
I'd discuss routines with players, finding out what they do during the day, so I can pull these into the vignettes or the main plot. If a character regularly goes to the farmer's market, set that up. If the character goes to every rockabilly concert, set that up. Work with the player to create a menu of set pieces that are allowed into play.
I'd make more use of set dressing and props to get better immersion. I'd give more free +1 modifiers to actions acted out rather than described, even in combat (yeah, can of worms, but worth it, I think). I still have my eye on the werewolf masks, claws and whatnot on Amazon. Maybe get sheets of gauze to throw over people who are in the Hisil. Play an MP3 of a Tardis whoosh whenever the gauntlet is crossed nearby.
I'd limit the use of Pure and spirits as antagonists, instead focusing on unique elements to Atlanta (whether they be fresh or from outside the Forsaken setting, but in the World of Darkness). Pure - while offering an interesting moral conundrum on how to deal with them permanently - create too much frustration, as do spirits. They'd still be present, just as drawing essence from a territorial locus is there, but they'd be relegated to background for the most part.
I'd prob'ly clean house on the spirit world. We use a lot of conceptuals, far more than the books imply. While I'm a big advocate of "make your own game" and "it's a big world of darkness," I'd like to get to more animal-based spirits, at least as the primary population of the Hisil. I'd be hesitant to cut loose in the "Metaphors Gone Wild" Hisil that we currently play in. I like it, but Shamanistic concepts could be interesting to explore as a (temporary?) alternative.
Depending on resources, I'd prob'ly add some 24-7 game play, at least as an opt-in option. The most simple way would be to involve local game stores, clubs, etc. as "instances." Say, a clue leads you to the owner of Teahouse Comics. She hands you an envelope and then (pretend) sics her dog on you. Or you get the coordinates for a fetish and have to go on a geocaching run.
I might encourage bans that involve recording your shenanigans, so we all get to see the fun from phone-recordings.
I dunno'. Might be fun.