Here's my edited consolidation of the elevator pitch, if this helps anyone else:
Rules
The FATE system is system light: 25 skills in total, augmented with special Stunts and Powers. Stunts are special things that anyone can learn that usually gives a +2 in specific skill uses, which is very useful in a game system where everyone defaults to 0 in the skills they don't pick and most PCs are capped somewhere between 3 and 5, and the top rank, called Legendary, is +8. Powers are mostly supernatural abilities, but also creature features such as claws or strength. There's a master list of Powers and Stunts from the fiction, and the book has rules on creating your own Stunts and Powers.
The Dice system can use d6s as modified d3s, or special Fudge dice. You roll the d3s, and 1 is minus, 2 is blank, and 3 is plus, then add them together for a total that ranges from -4 to +4 (which gives a 1 in 81 chance of getting either +4 or -4, so you can see how the bell curve hugs zero). The Fudge dice are already printed with pluses and minuses.
There are also FATE chips (which are like Action or Plot points in other systems) which can add to rolls, as well as tap and invoke Aspects to help you or hinder others. Aspects are the basic building blocks of a character – operating somewhat like meta-Skills - and they allow you to customize your PC just the way you want it. Aspects also represent important details about a Location or setting, as well as the other characters in the game. Characters start with a "high concept" (like classes in D&D) which summarizes their basic character type in a short phrase, then add on Aspects that have to do with their background, specialities, aptitudes, and troubles. Between FATE chips and Aspects you can decide when you really want a roll to count - and that's usually when fighting the big bad.
In addition, players can make Declarations, which give them a lot of control over the story. They can add to what's already in place - and the GM has final say - but you can do things like roll Burglary to case a place and then Declare that there's a spot that the security cameras don't cover, or that there's an open window - things like that. Declarations can even help determine the actual culprit in a mystery, which they do in a demo adventure for the game.
The system uses D&D-style skills checks, in which one adds the roll to their skill level, as well as Shadowrun-style opposed rolls. Characters are put together using a point-buy system: Powers and Stunts reduce the number of FATE chips characters get automatically.
Setting
The Dresden Files setting is basically urban fantasy one, a blend of pulp detective tropes and magic. There are three different kinds of vampires defined but two are NPC-only and you probably don't want to mess around with the third one. You can play a variety of character types: a normal human, a Wizard, to one of countless (and customizable) human-other half breeds, humans with a special power – basically, almost anything. The setting is well-defined, coming from a series of popular books. There are 12 books so far with another 12 or so planned. The magic system discourages players from actually killing normal humans with magic, controlling their minds, and certain other things, because doing so corrupts your character, and the “magic” police force will be hunting for your head - literally! They try to enforce a "one strike and you get beheaded" policy and most lawbreakers never make to trial. But if you're willing to duck and weave around those laws, there's no real limit to what you can do.
Well, other than go really public. There's no masquerade, but the powers that be see getting mortal authorities involved in something as going nuclear. If the humans are forced to see what lurks in the shadows, then the Department of Homeland Security will very likely end up as the new Inquisition. Luckily most norms don't want to believe in the supernatural, so they rationalize magic away as some type of trick.