I read some of your notes. They look good so far. One suggestion for system:
Your idea of "retelling the story of the first game" is interesting, and makes me think of more narrative-based rulesets. I've had good experiences with Savage Worlds, which abstracts some skills for the sake of storytelling and has a more pulpy feel to it. Then there's Fate Core, which I like to think of as a collaborative storytelling system with enough rules to sate my D&D-raised ruleset. Each character is defined by a set of descriptive aspects. One, the high concept, is roughly equivalent to one's class or station in the world. "Servile sympathizer with a heart of gold." Then there's a trouble, something that often (but not necessarily) causes more harm than good: "Slave to the bottle." Then other aspects can flesh out character traits and relationships. Notably, you, the GM and other players should be able to invoke these positively (to gain a narrative or gameplay benefit) or negatively (to hopefully make the story more interesting and more true to the characters).
It's sounding like you're running good in GURPS, and I wish you luck.