Well, we've played three sessions of 5e (I DM'ed, of course), for a total of about 11 hours. The first two sessions we used the pre-gen characters from the Starter Set. Yesterday everyone decided they wanted to make their own characters though. As we all bought the PHB (except for one player who is short on cash at the moment), so character creation went quickly for a "1st character in a new game system" (about 2 hours total for everyone). The party ended up with Silifrey (female human [Illuskan] Wizard with the Sailor background, and a mean streak), her companion Racmavik (male human [Rashemi] Fighter, also with Sailor background, but a nice guy), Arnau (male human [???] Cleric of Lathander, with a definite pacifist streak), and lastly, Shamash (male Dragonborn [Green] Sorcerer, who is generally quiet and pretty much keeps to himself). I started them off coming into the town of Phandelin. Straight to the bar, they got rooms and then promptly got in a fight with a trio of the towns thieves guild (the Redbrands). Racmavik goes down, one thug goes down, two thugs injured and then Arnau uses a Thunderclap spell to interrupt the fight; he steps between the party and the thugs, urging them to calm down, which they did. The thugs took their not-quite-dead companion away, telling the PC's that they better not be in town when they come back.
Anyway, long story short, they get Racmavik healed, get some potions of healing from the elven cleric of Tymora (the only shrine in town) , talk to a halfling kid who points them off to the Redbrand hideout (well, supposed hideout), an old ruined manor house/castle with it's basement/dungeon the only thing still in tact. We ended the session with the PC's just getting into the underground lair where they spot a hideous one-eyes creature attempting to hide behind a natural stone pillar. Should be fun to see what happens next Sunday!
As far as 5e rules go...I think we are all sold. It's a solid system, easy to play and DM, with some interesting choices for character creation that manages to not get bogged down in a bajillion bonuses and penalties, exceptions to rules, etc. Oh, and the whole Background thing is really a nice breath of fresh air. The most enjoyed aspect of the system? Probably the Advantage/Disadvantage system. As a DM, I absolutely LOVE IT! I can use it as a sort of shiny, sugar-coated crack carrot for my players. If a player says "I try and sneak down the ally way", I ask for a Stealth roll. But if a player says "I get some dirt and grime and paint my face and exposed flesh with it in a camo-type pattern. I'll also coat any metal bits of my armor and blades with it, oh, and I'll switch to my soft boots too", I ask for a Stealth roll, but with Advantage. :) This, not surprisingly, has the effect of getting my players to actually role-play and describe/think of what their character is doing. It makes for a FAR more evocative and rewarding session, period. I haven't seen this much actual "setting/situation thinking and acting" since, well, years and years ago.
My final verdict? 5e is a win, with a few minor changes to be made to fit my/our play style...but so far, only a handful of changes will likely be made. That's a pretty damn good score in my book!