Welcome to the Forum!
I'll start by third-ing what was said already.
Some more advice:
== S&W, as a reimagining/resurrection/clone/[insert descriptor here] of OD&D, can be off-putting to some folks due to the "quirky" nature of the rules (if looking through the lens of later editions). The key is to always remember that it's a game meant to entertain and enjoy, and not simulate every conceivable reality or possibility (that's your job as a DM or player). Think of a game like Monopoly: it's rules are silly, mundane, and have little bearing on the reality of making money... but it's fun, folks that play it don't complain about its lack of options or realism, and the rules haven't changed much in the decades it's been around. OD&D/S&W is kind of the same way, but...
== There's plenty of room for interpretation and "house ruling". Don't be afraid to do this! The creators of these games expect
you to do it! And it's way easier to accomplish when the rule system is light as a feather. The founders of the hobby were wargamers for the most part. They were used to playing with short codified sets of rules, and when situations came up in play that were not covered by the rules, they'd make stuff up on the fly. This was almost by design and was certainly part of the fun.
== Now ignore all that crap I just spouted and check out Matt Finch's Old School game primer: http://www.lulu.com/shop/matthew-finch/quick-primer-for-old-school-gaming/ebook/product-3159558.html
Good stuff and it's free. As in beer.