Hi Patrick,
The Storytelling Game Group is the only program idea of mine that has been instituted thus far, but I would be happy to share some of my influences and sources of inspiration. After observing that the Kingston Library had little in the way of non-summer programming for teens, I felt compelled to try and address that. At the time I was also reading Of Dice and Men by David M. Ewalt, when I ran across a brief mention of a teen librarian (Steven A. Torres-Roman) who has been running programming in DeKalb, Illinois utilizing tabletop role-playing games (TRPGs) for nearly a decade. I was inspired by this and contacted Mr. Torres-Roman to ask if he'd share more about his programming.
I was delighted when Mr. Torres-Roman replied to my email with what could be called a brief guide to instituting teen TRPG programming. I corresponded with Steve on several occasions, as I was curious what game system he used, and how he went about making the program as inviting as possible. As a long time player/DM/GM/Storyteller I am very familiar with Pathfinder, D&D, World of Darkness, and other systems. Mr. Torres-Roman highly recommended a game I had not previously encountered called Risus. I was skeptical at first, but after trying out the freely available game that consists of a 6-page set of rules, I was convinced. The system is easily adaptable to any genre or setting, and allows players to create anything they can imagine - while also making the job of the Storyteller/GM very simple. Risus is a game system that is perfect for both new players and new storytellers/GMs, lending itself readily to library programming.
My scenario, Guardians of the Library, takes place at the Kingston Library and touches upon elements of library philosophy (fighting censorship) in a way that is fun rather than heavy-handed. The guardians (player characters) have been called forth by a mysterious force from wherever they hail from, to "defend their life and their world." While writing the scenario I consulted some published friends who referred me to Jasper Fforde's Thursday Next series as well as FABLES: The Literals for further inspiration. There is so much concerning censorship within fiction and history that I had more than plenty to draw from. Writing game scenarios is a different kind of writing, and shares quite a bit in common with playwriting as the focus is on scenes and the actors within them. I recommend The Kobold Guide to Worldbuilding if you'd like to learn more about how giants in the industry go about writing their games.
The benefit to teen patrons is seen as soon as they sit down to play and are invited to create their own character - an activity that they may have never engaged in before. Once they create their character they are then transported to a familiar/unfamiliar place where they must cooperate in order to navigate obstacles and challenges. Playing as the character they've created, they begin to develop a sense of who this imaginary character is and what motivates them, all the while the players are collaboratively constructing a narrative. Players often like to hold on to the character sheets after the game, and some of them decide to write more about their character. In many ways the program is a creative writing class disguised as a game.
I hope I answered your questions at least a little, many of my resources are not online, but Risus is well worth investigating. Feel free to contact me if you have any more questions.
Best,
Matthew
PS - I've attached the rules for Risus to this post (PDF).