3.) What do the players (including the GM if there is one) do?
I discussed my problems about taking this one seriously on my livejournal. My original answer was:
Roll dice, eat munchies, bother the GM with inane questions, explore religious themes, research old rituals, call things man was not meant to know (call them things like "Bob," no doubt), hatch evil plots, do obscene things with pencils, and become the kinds of people about whom your mother warned you.
I am indebted to users "cappadocious" and "pjack" for their input on this answer!
All right, so let's break this one down a little more. It's what they do IN GAME, not any meta- activities like the dice pyramids, knitting, and Monty Python/Eddie Izzard recitals.
The players in Illegal Gods roleplay a single character, each. During the game they announce their character actions, and keep track of their Relationships. They utilize die-roll comparison to determine the resolutions of the events generated by the other players and/or GM.
The GM of Illegal Gods adjudicates the results of dice rolled for conflicts, assists in creating challenges, narrates plot-driven events, creates setting and setting hooks as relate to the player and player character goals.
The game is heavy with religious themes, and all players (GM included) are expected to help drive play towards addressing those themes (through the characters' actions and interactions.) Players take the role of a single character who is the devotee of a particular Ideal (Faith {for Gods, demigods, messengers, and demons} or System {political, scientific, or electronic}. Each character believes in SOMETHING. [snort])
I'm sure there's more to be added here.