This is an unusual game in that the players actually drive the plot, not the GM. The players spend "Case points" to direct where the clues lead. Every time they spend a Case point, the GM earns a Setting point. She can spend these to introduce hazards into the game - but she does not determine where the clues lead or where the villain is - that's up to the players!
As mentioned, all the PCs in The Holmes and Watson Committee are Detectives. They all also work together for a detective agency called ?The Holmes and Watson Committee? located at 221b Baker Street. The apartment that you use for your offices used to belong to a couple guys named Holmes and Watson, but their exploits were mostly unheralded. They left the biz and you and your compatriots snatched it up at a cheap price. You?ve been working there for about a year now.
In the wake of several crime sprees, Scotland Yard has come to recognize the private detectives fledgling skills. Official detective committees have been authorized all over the city of London. Detectives that serve in these special committees (like yours) have official Police clearance in all public buildings and have law enforcement authority while on a case.
Scotland Yard will offer assistance to you if you can produce enough evidence to convict the villain. However, you are looking for your first big case. The one that will open up the gates that hold back the flood of customers who are in desperate need of your assistance.
The object of the game is to eventually take on the infamous Professor Moriarty in a case. However, the PCs will have to take down several of his henchmen in order to work their way up to the top. A single game of The Holmes and Watson Committee will last four sessions. Each session will take about 2 hours to play- and yes, they are timed. This includes generating your character in the beginning, but since your first case is an easy one, you should be able to get them both done in the space of two hours.