[NOTE: This isn't everything, but should help if you don't have the rule book. If there is something you want to try that is not listed just let me know.]
Initiative:
Determined by drawing cards each round. Order starts Ace to Deuce. Jokers are "wild" and allows that player to choose when to go... even interrupting another person's turn.
Time:
A round is 6 seconds so don't expect to do a great amount of activity in a single turn.
Hold:
You can choose to hold when it comes to your turn in the initiative order. You can interrupt at any time while you are on hold. If you hold to the end of the round, then the next round you won't draw a card for initiative but remain on hold.
Actions:
You can perform one action a round. If you choose, you can perform multiple actions in a round with a -2 being applied for each additional action added to all your actions that round. [Example: if you do 2 actions then both will be at -2, 3 actions then all three are at -4, etc...]
Some actions are free. Movement is free. Speaking a few sentences is free. These don't count towards multiple actions. [Example: Moving forward 6", Shooting at an enemy and yelling, "Time to die sucker!" does not count as a multiple action round.]
Movement:
Normal pace is 6".
Crawling = 2" and counts as being prone.
Crouching = 3" and attackers get -1 to hit you.
Going Prone = free action. Counts as medium cover (-2). Getting up cost 2" of movement.
Running = add 1d6" to movment. -2 to all actions.
Range:
Short: -0
Medium: -2
Long: -4
Cover:
Light: -1
Medium: -2
Heavy: -4
Dim light: -1
Dark: -2
Attack:
Normal shooting
Aim: +2, can't move that turn
Called shots
Defend: +2 parry, no other actions
Disarm: -2 attack, opposed rolls
Full Defense: Fighting replaces parry if higher
Supressive Fire
Wild Attack: +2 fighting, +2 damage, -2 parry