While the weird and wonderful world if \textit{Belinda Blinked} is full of graphic and nonsensical sexual misadventures, remember that not everybody will be comfortable with that level of detail.
So talk amongst yourself and establish what themes, details, and/or topics people want to avoid so that nothing gets uncomfortable for anyone.
If ever there is anything that makes the game un-fun for anyone, whether it is topics that come up, how a scene is described, or inappropriate behaviour, say the Safe Word to call for a break.
Everyone follow this player's lead, talk about the issue, and agree on a solution that ensures everyone enjoys the game.
Never ask them to justify saying the Safe Word or talk them out of it.
A higher number means you plunge like \textbf{pomegranates} (you're better at seduction, talking, and wild passion).
A lower number means you are as hard as the \textbf{rivets} that held together the hull of the fateful Titanic (you're better at business, admin, and careful strategy).
Choose one: \textbf{Become the International Sales Director}, \textbf{Build your Network}, \textbf{Fuck Everyone}, \textbf{Prove Yourself}, \textbf{Seize the Means of Production}, \textbf{Unravel a Conspiracy}, or create your own; and
You succeed, and you also get a special insight into what's going on.
Say what your character discovers to be the big twist in the story or the bigger picture that connects all these pieces together.
Some example twists: \textit{This is somehow part of an FBI operation going back several years}, \textit{A rival company has sent spies to steal your proprietary technology}, \textit{One of the antagonists is related to another character}, \textit{Everything goes back to the Duchess}, etc.
\end{itemize}
\textbf{Helping}: If you want to help someone else who's rolling, you can use your vibe or professional skills to contribute to their roll if they haven't got the relevant bonus for this already.
Say how.
If they succeed, they get the benefits of the success.
3. Annual Charity Gala & 6. Big Industry Conference \\
\hline
\multicolumn{2}{|l|}{\textsc{which will}}\\
\hline
1. Bankrupt \textsc{the Company}& 4. {\scriptsize Cause an inheritance dispute}\\
2. Make everyone redundant & 5. {\scriptsize Start war between rival kingdoms}\\
3. Take the industry by storm & 6. {\scriptsize cause an impotence epidemic}\\
\hline
\end{tabular*}
}
\end{minipage}\hfil
%
\begin{minipage}[t]{.45\textwidth}
\section{GM: Run the Game}
Play to find out how they overcome the threat.
Introduce the threat by showing evidence of its recent actions, and how it has negatively affected \textsc{the Company}'s profits.
Before the threat does something to the characters, show signs of this by reflecting how the non-player characters that the player-characters have sex with act strangely.
``\textit{As they are overcome with pleasure, the raggedish intern screams the name of Gustaf J{\o}rgensen, CEO of J{\o}rgensen a.m.b.a. from the Scandinavia region.
``\textit{The mysteriousish delegate starts to take off their clothes, and reveals a black leather holster underneath with some fierce-looking metal implements.
What do you do?}''.
Only call for a roll when the situation is uncertain.
Don't pre-plan outcomes, go with the flow and see what the players come up with and what the dice decide.
Use failures to push the action forward: raise the stakes, make the threat retaliate, or take the rug out from under the characters' feet.
Always make the action move forward with a roll, for better or worse.