Wraith: The Oblivion- Harrowing, or Catharsis?
Orpheus is probably an easier game to run, because it's more about action and figuring out external issues - at least to begin with - than working on internal strife. Having said that I really loved Wraith the few times I played and ran it. As GryeGriffin says you really need players on the same wavelength, and you definitely need to make it clear at the outset what kind of game you're looking to craft together.
Wraith also takes a lot of trust. The players need to trust that whoever's playing their Shadow is going to reflect those dark aspects of their character with skill and respect, while the Storyteller needs to trust that the players are willing to embrace the themes of the game, and here's where things get really vital:
You need players who can handle letting their characters have profoundly vulnerable and weak moments.
Being a Wraith is a constant trial. You're worn away not only by the forces of Oblivion, not only the terrible spectres and the machinations of the other Wraiths, their guilds and empires, the constant threat of slavery or worse. More importantly, you're worn away at by your worst traits with a mind of their own. Nobody else knows you as well, knows exactly which buttons to push.
It's all too easy for a player to just flatly ignore anything their character's Shadow offers. Sure, that might be tricky when things get hairy but it's a simple matter for a player to just decide not to bother with the inner temptation angle, which is (arguably) the single most poignant part of the game as written. You need players who really dig that stuff and are willing to allow their characters to slip up from time to time, to varying results.
This kind fo game would take very careful curating. You're best off, I think, starting with people you've roleplayed with before and you know have the same kind of groove that fit with the game. Then I'd suggest using them as your network - if they're interested, get them to ask the players they know who are into the same thing. Keep the group size small and make sure everyone agrees on whether their Shadow will be played by you, or by another player.