Oddly, yes. It's one of my all-time favorites that I've played since the books first came out. We just picked up a near-complete set for a guy in my gaming group, so I'm running through the canned modules to give him a feel for the way the rules work.
There are a couple of things I recommend (one rules-based, the rest less so...):
1.) Change the way that damage is calculated. Originally, the rules worked that the better a character's dodge was, the better chance that they would die when hit. (The same bonus that is needed to hit is added to the damage; high dodge means a higher bonus needed to hit, which then goes to damage.) My personal fix is to determine how well an attack hit, and then add that amount to the weapon damage. (If a result of 10 is needed and a 15 was generated, add 5 to the damage and go from there.)
2.) Always use the cards. The Drama Deck is easily the most interesting aspect of the game. I've had games where the subplot cards ended up defining the plot, rather than the scripted ideas that the characters had been following.
3.) Read up on the base setting (even reading the novels, if only for ideas), and then change it to fit your game. The base setting of the game is sometime between 1990 and 1995, as that's when it was published. And play was supposed to start 3 months after the war had started. I've always preferred to start the game before the invasion and allow the characters to influence the metaplot that way. Normally, I had them begin as non-Storm Knight Ords who had to ascend. One game even had them repelling the Invasion of Tharkold, instead of letting it happen off-screen.
4.) Pick up the Masterbook games as supplements. It's pretty much the same rules set (with minor adjustments), so it dovetails nicely and gives a lot of optional rules ideas to work from. Tank Girl, in particular, had good vehicle rules. Bloodshadows gave some new magic ideas to flesh out Aysle. Species and Necroscope gave some depth. Indiana Jones offered some extra flavor to Terra/Nile Empire. I never used the Advantage/Disadvantage rules for Torg, but they might work well for you.
5.) Find something you like about each Realm, and use it whenever you can. A lot of the different Realms have weak points and can be shuffled off as dull if you're not careful. This happened a lot with the Living Land, which invaded North America. My players, on the other hand, hated it because they saw how tense it was when they couldn't rely on their guns or gadgets. I played up the weird, scary aspects of having all of your technology fail on you when you need it most.
6.) If you ever get tired of the setting or it doesn't work for your players, feel free to use the rules somewhere else. My group has used these same rules for games in the Age of Myth or for weird horror games derived from other ideas. (Think DC's Weird War Tales, and you've got what we ran one summer.)
... and so on. I've run a lot of Torg and Torg-based games in my time, and I think it's a great game to use as a frame for a lot of different things.