I don't play a lot of RPGs any more, and they're all one-shot games: my days of playing long term, regular campaigns are long behind me.
However, one of the few regrets I have about my role-playing past is that I never got to run (or play in) a Delta Green game. It's such a great idea for a setting, and brilliantly executed too.
So I've been wondering about whether there's any value in trying to run one of my one-night RPGs, Dread, with a Delta Green theme. These are the potential barriers I can see:
Delta Green is very much a setting that's keyed for long-term play, with the mystery slowly revealing itself across multiple sessions. I'm not sure it'll work as a one-off game.
I am not very experienced in running Dread games, which is likely to make my task even more difficult.
My weakest skill as a GM is writing adventures, so I'd certainly need to adapt an existing module. While I've got most of the existing DG source material, I'm not sure any of the adventures would adapt well to Dread.
Are my concerns valid? Is there anything I can do to help ameliorate the difficulties? Are there any other ways I might be able to get a quick DG gaming fix (other RPGs such as The Laundry, board, video games etc)?
EDIT: After answer and comment, I thought it worth making clear that I picked Dread because it's so well suited to one-night, standalone play. I have no problem with any existing rule sets for DG, but they - like the setting itself - are heavily geared toward longer-term play. I want something I can run a self-contained game of in one night and one night only and, ideally, which role-playing neophytes can play. Dread suits those criteria admirably.