Loads of interesting stuff here, but in places it is quite hard work to extract what will be useful to you. The work opens with a rather rambling discourse (perhaps a editor could have tightened this up?) which appears to be trying to give advice on both how to be a good GM and how everyone around the table needs to work together to make the game fun for all.
Next come some snippets on creating different moods which don't get very much further than suggesting some moods and styles that you might incorporate into your game. This is followed by the first bit of real detail, a discussion on what to do with your prisoners. Apparently the author's experience is of groups - it's not clear if he's talking about PCs or NPCs here - who show no quarter and kill all captives out of hand. My experience is different, just about every GM I have ever played with enjoys taking PCs prisoner (usually MY character, dammit) and the players are not much different, delighting in what they can do with captured NPCs. Be that as it may, here's a table of suggestions for what you might do to keep prisoners alive but out of your hair.
More sections covering different things and offering suggestions, often using a D12 based table (ah, the poor neglected beastie gets some use!) as a vehicle for the suggestions proffered. Dark secrets, debt collectors (now, there's a reason to go adventuring in the first place!), extreme sports (some weird ideas here, although golem combat has some promise...), jailbreaks, local delicacies (not stuff that would make it onto the better cookery shows!), misfortunes (a fair few neat ideas for what can go wrong here), money pits (i.e. ways of relieving your PCs of their hard-earned loot) and more litter the pages.
Some are useful (omens, for example), others less so. They make for entertaining reading (ridiculous laws, anyone?) and may spawn an idea or two that you can throw into your game. Not too many, most will prove quite irritating to the characters even if the players see the funny side of it.
Then the real gem: a vast array of traps. These are more than the standard dungeon fare, these are full of twists and best of all, each has a way of figuring your way round them by the use of wits rather than rolling dice. MacGyver your way out of these...
Good stuff, but rather muddled in presentation in parts. Delve away, it may well be worth your while... but better editing would make it easier to use and eliminate errors and muddled bits.