Re: Hesitant to jump into new systems
I haven't played D&D since AD&D was THE game on the market. I couldn't even really get into 2E, just for the fact that there were all these additional skills to be tracked, I tried 3E (or maybe 3.5, I'm not sure which it was, my friend had all the books so I never worried about it) and it just served to confirm that I was, indeed, still tired of D&D. I've got a friend who wants to try out 5E, I might just give in and do it for the simple fact that I miss playing face-to-face with people and the only other people I know who game live an hour further away than he does.
While I've had good luck finding games in systems that I'm at least marginally familiar with, I have, occasionally, stumbled onto games with a setting that sounded cool enough to me that I agreed to try and learn a new system. The GMs I play with are understanding of the fact that I don't know the system and don't have the books...they've pointed me to online resources to help me figure things out, or they give me a nudge here and there (I'm very much into the role-playing side of the game and am perfectly content with not having to roll dice, and have no problem with the GM prompting me for a dice roll. In some of the games I'm in, the GM actually does almost all of the rolling for us, we just keep track of where the characters advance.)
My personal favorite system, ever? The D6 system developed by West End Games for their Star Wars game (it's been recently re-released as a generic rules system, and it works well for that because it's bare-bones enough to be easily adaptable.) But I could take someone who had never played ANYTHING before, sit down with them and a Star Wars character sheet, and take them from vague character concept to ready-to-play character in a little over an hour. The mechanics of the game are explained in just a couple of chapters, really...if you had that, you could play pretty much anything (you didn't need any of the multitude of additional sourcebooks to play Star Wars, they just made for good reference material).
I also play a lot of freeform (or near-freeform) games, but those definitely require the right combination of players and GM to succeed, if your players and GM don't have a similar vision of what the game should be and how that should be achieved, you wind up with a lot of frustration on both sides of the game (I've been through that one, as well.)
But, basically, when it comes time for me to look for a new game (which I haven't done for a while now, since I'm in five games that are rolling along at a pretty good pace and have been for a couple of years, now), I start off by looking for games in systems that I know...then see how many of those actually sound appealing in terms of setting. If I don't get any 'matches' out of those, then I'll go back and look at games with unfamiliar systems...but look specifically for really intriguing settings. If I find anything that appeals THAT way, I'll contact the GM and explain that I'm interested in the game, but I don't know the system and would need a lot of coaching. Many GMs are fine with that (and a lot of other players are good at coaching, as well). I've dipped into Shadowrun 4e, Scion, Burning Wheel, and three or four others as a result.