OOC (Out of Character) Chat
It's very hard to work out how to play Fate if you don't see it in play in a group, to be honest, especially if coming from a heavy simulationist background (my experience).
The best thing I can say is, think of it like moderated freeform with a few extra rules; you say what you want to do, GM tells you the difficulty (if possible) and then you roll and add a relevant skill.
Then it's all about the Aspects and Fate Points. You have to "invoke" aspects that are relevant (which is a mini-negotiating game) to either gain +2 (which is a lot) or reroll, but to stop this from abuse and autospam, you need to "fuel" them with Fate Points. Unlike other games with fate points/last resort/luck points etc, you do need an actual reason to invoke them; you can't just say "I drop 3 Fate Points to get +6". You can though for example, if you are fighting a duel for your honour, tag your Aspects "Veteran Duelist, Always Spoiling for a Fight and My honour, my life".
Think of Fate Points as raw materials, and your Aspects are the engines you fuel with them to do stuff.
Which is why writing aspects is a bit of a topic on its own. Sure, you can write Strong, but I want to be the strongest person on Earth can imply many other things, like your drive, your desire, your experience in doing this etc. Similarly, the trick (at least the one I have found) is to write ambiguous ones that can both be used to "power up" and also for the GM to "compel" you to do stuff.