Functionally, Glitch is a "diceless" RPG. That means its rules system focuses more on resource allocation than on randomized results. That doesn't mean that it's predictable or mechanical or even particularly deterministic; it just means that it gets its unpredictability, not from dice, but from the players ... from the stew of collaborating and conflicting perspectives that you all playing it will bring unto both the story and the game.
When you play Glitch, you'll be taking on the role of a character of your own creation. As you play them, you'll take actions premised on one of their five basic traits. On one of their four divine abilities, one of their four expressions of elegant and supernatural inhumanity...
Or on their fifth attribute, which could be loosely understood as "cope."
When you take action within your character's means, it will be "free." When you go beyond those means, there is a Cost. It's not a very big Cost, to be clear; pushing one's limits is sometimes healthy and sometimes unhealthy, but, just like people in the real world, characters will probably push themselves in healthy and unhealthy ways all the bloody time. The effects aren't bad at first, and they do have ways to deal with them.