Enemy Gods was the first book I picked up from Wicked Dead, and it's still one of my favorite. Enemy Gods offers an innovative take on GMing and roleplaying. Players take on both the roles of Champion ("players") and Gods ("GMs,"), which results in two levels of play, the first being a standard fantasy adventure with heroics and excitement, and a second level of godly kibitzing, where players gossip about what their characters are up to, and squabbling over minor slights, tossing out miracles to hamper the champions of their rivals while trying not to be such a jerk that players start to skimp on your purview.
The Good: Enemy Gods plays like a party game. In the role of Gods, players often toss out enough complications that as a GM, I had only to lightly direct things here and there. Mostly, I had a chance to sit back and enjoy, which is quite a change from my normal pace.
The Bad: Because every stat has an associated God, Enemy Gods lacks flexibility: I can't really imagine playing with more or less than the requisite 6, unless I wanted to sit down and rewrite the stats.
The Verdict: The game seems better suited to (somewhat wonky) one shot games than to long term play, but it can handle both. It's a very lite game, but it provides more than enough ideas to keep me inspired. If you're looking for a quick game that requires little in the way of prep and leaps straight to the action in something less reminiscent of the Big Action Movie that most RPGs resemble and more like a delightful pick-up game that you might toss together on a rainy weekend, this is the game for you.