I found this book disappointing. It had very little hard, practical advice on HOW to GM a conspiracy type game - such as how do you plot it out? How do you gradually reveal the conspiracy to the players, how do you keep them guessing and intrigued?
It was also heavily padded with large, badly-drawn 'illustrations' that added nothing to the information, or to the 'feel' of the game. The space could have been much more usefully employed fleshing out the mechanics of running the game.