This book had a lot of interesting ideas for variant Werewolf games, such as post apocalyptic settings, historical settings, or even odd ball ideas utilizing aliens and Wild West steam punk mashups. It also had a lot of good commentary on the social aspect of running (and playing) in RPGs. How to handle player conflicts, structure games to maximize everyone's fun at the table, and also how to handle the inevitable closure of a campaign. I think this book would make for an excellent resource for most Werewolf game masters... But especially for those new to the craft of running games.
Basic Concept: A useful book of information specifically for STs of Werewolf.
You would think this book would be chock-a-block with rules and stats, but it isn't. Most of the book is filled with storytelling ideas and world concepts. Very useful for setting up a story, not as useful for running said story. That said, there was a little crunch to the book. I always had it on hand when running Werewolf, and never regretted having it at hand.