I'm planning on DMing a relatively short detour (maybe about 3 levels worth) through the planes in order to give our regular DM a chance to play and for me to have a chance to DM my favorite setting. Now my group is unfamilar with Planescape and are mostly familar with Birthright and some Forgotten Realms. We'll be playing with 4e rule set but the 2e Planescape cosmology with some additions (I'll probably make the Feywild part of Arborea). The party has only adventured in Birthright, and I'm planning for them to get sucked into some sort of portal and deposited right into Sigil at the end of my DM's adventure arc (details to be worked between him and I). The characters at that point will probably be 12th lvl if not a bit higher (at most 14th lvl).
What I'm most worried about is how to DM planescape right. How to evoke the sheer wonder of the planes and not bore anyone. So I'm asking for DMing tips from those more knowledgeable and experienced that I. My group enjoys role-playing with the ocassional battle thrown in as a change of pace. I guess some questions include, should I and how should I start introducing Sigilian cant? How about big planar concepts like the idea of belief=power and the rule of threes. The factions don't seem all that tough to introduce, I'll probably start small with them being forms of employment that slowly try to indoctrinate the PCs. In short I want my PCs to have a good time and experience planescape. So any advice is welcome.
I was in this situation a while ago. My campaign uses the 3.5 rules but is based one the AD&D sources. And none of my PCs had ever played planescape even though it's my favorite setting.
In my opinion, the right way to DM planescape is to show the PCs how completely different it is from any other setting they've ever played. Yeah, they've seen orcs, trolls, elves, dragons. They've fought mages and undead. Probably worked through a bunch of traps and had some decent roleplay. Why is planescape different than those other settings? This is where to start with how to emphasize your game.
As for the cant, start with it immediately. If they're clueless primes, I'd make them feel that way in Sigil to start. Throw them into some very weird situations and have the NPCs talk to them with the cant. If it's too much for them to adjust to all at once, you can use Mimir's and Tout's to help them get more 'adjusted'. But then I'd show them the unbelievable wonders of the planes and Sigil. I always have fun taking clueless primes to the Night Market. That always messes with em'. Make sure to show the things in planescape that 'make sense' but don't work out in the primes. For instance, have some Fiends and Celestials walking down the street in Sigil and, dare i say, possibly even conversing?
For me, one of the biggest things to do is: describe, describe, describe. If they haven't played planescape before they really are clueless! They won't know anything about razorvine or the Dabus constantly changing Sigil or the Knights of the Post, for example.
But most importantly, since it is planescape...it's your game. There is no *right* way to DM planescape. There are no hard and fast rules or things that must be done (or not done). Have fun with it and I'm sure they will also.