Creative and Effective Incorporation of the Rules: 7
I think the ten-session mode fits, although it may end up being to many. (I see this as being more like up to ten 1-hour sessions.) The glass beads and emotions was pretty good, although I don't think the committee component contributed greatly. This was still solid enough, and I don't think I'd suggesting changing how you did the ingredients.
Clarity: 8
The rules are really clearly written (given that there is some complexity along the way, this is impressive) and the examples of play really make it clear what's going on. I do think there is some confusion about the tone - are we pretending we're a committee? Are we the players a committee? Are we telling or retelling a story? I think the tone of text could better deal with the reader's expectations.
Completeness: 9
I'd like to see more examples of how Climaxes work and how to conclude a story, but it looks like a lot of the ideas are solidly there already.
Estimated Effectiveness in Play: 8
There some really interesting mechanics here about investment in story elements and reward over time, and it basically creates this emergent framework for collaborating on any kind of story. All the pieces of gameplay look readily available, although I'm curious how well the investment/payoff economics of the glass beads will work in actual play.
Swing Vote: 8
This looks like an interesting universal storygame framework, possibly like a more "pull" kind of Universalis, letting the mechanics subtley reward those who introduce elements that that are more invested in by the group at large. The specific angle - sprucing up tired old stories - helps to get players out of the initial confusion of what to do with such a broad set of tools.
Total Score: 40/50