This game picks up 19 years after the defeat of Voldemort. Children are heading off to Hogwarts to fill their brains with all sorts of wizarding learning. Sequestered away at school, the kids have their own little childish adventures while out in the greater wizarding world, intense and dramatic things are probably happening, the sort of which I'd rather discuss with players instead of forcing it on them. But I bet the Ministry of Magic is full of idiots. Just saying.
I'm not going to make full teaching appointments without discussion either, but here's some important staff:
Headmistress: Minerva McGonagall Head of Gryffindor: Neville Longbottom Head of Slytherin: Horace Slughorn Head of Ravenclaw: Filius Flitwick Head of Hufflepuff: ? (Presumably, with Neville teaching Herbology, Professor Sprout has left and I'm thus far unable to find a living adult with ties to Hufflepuff House.)
Here's how we play: Over AIM in chats and one-on-one conversations, everything that your character says or does is their real life and that's where they're adventures happen. Later, LJ is used to chronicle what the character has done in his or her own words. Wireless Wizarding Writing--wizarding equivelent to the internet--is the newest craze at Hogwarts. Unless they charm and entry to only be read by certain people, the kids know anything they write can be read by anyone else.