I assumed that the GM would know how the rules work, but when I'm a player I like to know what the rules are too. And there's really not enough time to go over them, make a character, and play, in such a short ammount of time. The two most obvious solutions would be to have rules explanation and character generation, THEN start the one hour clock, or to play with a higher time limit.
The skill/equipment lists need to be vastly narrowed, and explained. It's also hazy how you even use them, it just seems like a player will arbitrarily pick a skill and roll it.
The most glaring contradiction was the table. I can't recall any others off the top of my head.
As for the dodging in combat sentence, that's exactly what I was referring to. It gives a rule for the option to dodge, but (as I recall) no real explicit mechanical benefit for doing so.
Multiround, lots of die-roll combat doesn't really play up the strong points of a game that's supposed to be tense go quickly. Have you considered some sort of scene based resolution? (While it's not a perfect fit, running Pinnacle Empty Quiver with the Dust Devils system sounds pretty fun to me.)
This game suffers from alot of unstated assumptions. There's alot of places where it's clear that the designer had an idea, but didn't convey it very well. (Or in the case of some of the omissions, at all.) I imagine you'd be able to run a game of this, but I really couldn't make heads or tails of it.