A group of four friends and myself have been playing this. While it started as a one-off, we've had two sessions so far and we're hoping to wrap up in a third.
Our group (at its start) consisted of two experienced roleplayers/GMs, two people relatively new to roleplaying, and one complete newbie who does professional theatre. Some people in the group I'd known for years, some I'd known for a few weeks.
At the start, I have to admit I was nervous about running something as...weird and surreal, I guess...as Society. I thought things like driving off spirits, the intro text, and the ouija board mechanic might put people off - but the group pounced on it, to the point where they suggested turning off the light when we did the ouija board and dream-diving segments, to enhance the mood.
The lack of a resolution mechanic, and the not-quite-GM role of the "instructor" have been hard to adapt to - even though I think of myself as into hippie story-games, I still find that faced with a strange situation in roleplaying, I end up going back to the whole GM-players setup. This is the good kind of hard - the sort that's the feeling of my mind stretching to grok a new concept, and hopefully that'll mean I can approach "traditional" games with access to a different viewpoint or two.
Recommended for groups of 4-5 roleplayers/theatre-people/creative folks.