I'm hoping that reducing the power level and having people read up a little will reduce the difficulty of introducing DFRPG on the fly that Haru pointed out.
That should do the trick, definitely. One or maybe two easier powers should be fine, more is going to get you in trouble. Maybe try to build the characters and the adventure in a way that every character can use all their powers at least once in the course of the session. That's going to leave a good impression on your players, I'd say.
Here are some questions I have:
1. I've been thinking about how to build PM characters that can be cool in a supernatural game. The main piece of advice given out on the forums in this regard seems to be hang on at about half of your refresh. Here are some ideas that might be cool or supernatural characters and threats might easily outshine them.
Here are stunt ideas:
1. Monster Hunter - +2 damage when satisfying Catches.
2. Blood in the Car - Guide My Hand but only for showing up in your car
3. It's all natural to me - use Scholarship for supernatural research but not spell casting.
4. Lawyer - allow Scholarship to complement Rapport and Intimation when arguing.
Monster Hunter seems weird like this. Though it could be along the lines of "doesn't only know what to use, but how to use it". Yeah, that works.
Blood in the Car sounds weird for a title, but it might be a reference I'm not getting. You could simply give the character "Guide my Hand" and start him on the path of being a true believer. Or maybe call it something like "I thought I might find you here".
The other two look fine to me.
2. How should I feel about pulling stunts from other versions of Fate? Spirit of the Century and Legends of Anglerre specifically. They both have arguably a higher power level than dfrpg.
Keep in mind that DFRPG doesn't allow for attack stunts with a +2 bonus, only +1. The rest of the limitations are in the beginning of the stunt chapter, I can't remember all of them. Generally, you can surely take inspiration from other Fate games and build DFRPG stunts from those ideas, rather than using them as they are, if you feel they are too powerful.
3. Does calm blue ocean apply to hunger rolls ?
Hunger is an emotion, I think. So yes.
4. One of my players wants to play a kitsune changeling. How would you stat up a kitsune ?
For this game, very carefully. Pick one aspect of the kitsune you want to explore in your game and build the character around that. Don't go for too much.
Going from the currently running "Teen Wolf" tv show, we could look at the electricity powers. We could represent that with "breath weapons", basically allowing her to throw lightning as an attack or control electricity in a number of ways by doing a maneuver.
Another way to go could be "supernatural senses", allowing the kitsune to feel, see, smell, etc. more than the people around her.
Or some other aspect I can't think of right now.
5. Are true faith characters under powered ?
They give up the PM +2 refresh for Guide my Hand which is great and Bless this House which is mediocre.
Bless this house is boring. You don't really have to stay within the confines of the templates, look at them more as suggestions rather than fixed. A true believer for a quick one-shot can probably work better with Guide my Hand + Righteousness. If you want to let your players go up against something that's vulnerable to holy things, you can also give them Holy Touch. Only give them things they can use at least once in a learning one-shot.
Other characters you could use are simple shapeshifters. There's an example of a weremouse in the book on page 370. It takes Beast Change, Echoes of the Beast and Diminutive Size, so it's well doable with 6 refresh. Other animals are available, of course.
A changeling with glamours could also work quite nicely.
A character with an item of power, handed down by their grandfather or something along those lines could also work. The exact nature of that item would be determined by what you need. It could even be the hook to get the adventure started, solving the mystery around this item.
Some minor talent with things like Ghost Speaker or Psychometry could also work. Psychometry could be quite interesting in conjunction with the item of power.
Yeah, I think that's where I'd stay in terms of powerlevel and abilities. Maybe add a mortal stunt or two and leave some of the characters entirely mortal.
Do you need help fleshing the characters out?