The version probably isn't terribly important. We seem to have a broad enough group that you can pick what you want and there will either be people already familiar with it or people willing to torrent the manuals and read through them.
My suggestions would be:
* Follow through what you start. I've lost track of how many forum games I've invested countless hours into reading and downloading manuals, making characters, coming up with interesting backgrounds and writing up multiple pages worth of history and motivations...only to have the game end after 2-3 weeks because people flaked.
* Try to get a group of players with roughly similar playstyle goals, both as each other and as you. It's can be frustrating for players when heavy roleplayers mix with hack and slash players. It can be frustrating for you when you spend 5 hours writing up an interesting scenario with a dozen well thought out npcs, only to get players who spend 5 hours minmaxing and show up on day one without character names, because it never occurred to them to think of their characters as anything other than a bunch of numbers. Get an idea of what kind of campaign you want to run and say so. Try to attract players of similar mindset.
* Please try to not railroad your games. Roleplaying games are games, not storytelling sessions where you have a captive audience who sits and does what you tell them to do in between sessions of you telling them what happens after they do what you expect them to do. Players want to be able to do their own thing. By all means have an "adventure" in the sense of things going on in your world...but don't be too attached to the solutions players pursue or the outcomes. It's awful to have a party want to do something and then be told, "uhh...you can't because I didn't think you'd do that and the adventure is over there instead."
* Try to find middle ground in number of players. 2-3 players means that if one person flakes on you, the campaign dies for lack of people. It's more difficult to get more players once a game is underway than it is at the beginning. But 6-8 players means that it takes way to long to get anything done, and hours can be spent by individual players every session simply waiting around for a chance to do something while everyone else does their thing. 4-5 is probably about right.