I'm a pretty gigantic fan of this game.
I've beta-tested and recorded game sessions.
I've run it at PAX West and I'll be running it at Orcacon and other conventions in the future.
I run a weekly game of it over Roll20.
One of my favourite things about Red Markets is how easy it is for people to sink into and immediately start exemplifying the premise. There is a beautiful pie chart in the book that explains the balance of play and how the story comes 1/3 from the Market(GM) 1/3 from the players and 1/3 from the dice. When this ratio is working you get very statisfying moments.The core mechanic, spending and rolling, highlights the economic side of every action you can take as a player.
As The Market this game is wonderful for me, low stat/encounter management, interchangeable parts, streamlined procedure and as I dont have to roll dice too often I have energy to describe and create rather than worry about NPC behaviours, various edge case rules, or setting difficulty levels. There are many helpful tables that can serve as raw materials or as inspiration for your own [insert anything]. I lay out suite of potential adventures, the players choose one, and by their own luck and choices have the potential to either win big or lose big.