Can you link?
Setup was, IIRC, one wolf pack, sorcerer, 5 cultists, the wolf pack hunted and the cultist pack subverted. Balance wasn't really great, but it didn't matter much because the game became a clusterf*** of betrayals upon betrayals. Drxav betrayed the JL, got away with it, and then was hunted by them, someone betrayed the cultist faction, and then the cultist faction turned a sorcerer apprentice who outed the wolf pack to the cultists. End result was that there was a huge baddie list made public, and nobody really knew where to start.
But I'm pretty sure I was a wolf that game... Odd. And drxav definitely had sorcerous powers he misused. So it's not this game :/
As for advertising, I think it would be better to take some of the more recent games. As in no older than 2010, since the rules have changes constantly and most of the playerbase from before 2008 has either left of shows up to one or two games hosted by oldies(see johho's refugees). My suggestions:
Werewolf CVII: LZ 129 Hindenburg by EUROO. What made this game great was that the GM being EUROO, the setup was balanced, we had AOK tearing up the place and there were lots of events, analysis, bickering. Personally, even though I completely failed that game and got lynched early, it was still one of the most enjoyable Big games I've ever had.
Werewolf CIX: Budget Crunch by Rysz. While I don't remember much from this game, the ending, with the mouthpiece being turned and marty deciding no-one deserved to win is a prime example of why you shouldn't trust anyone EVER.
Werewolf CXII: Refugees by johho. I mean, come on, this is a johho game. That would be reason enough to advertise it. It had probably the most players since I've been playing this game(42) and a village that managed to turn a seemingly losing battle into a definite victory.
Werewolf CXV: The Spanish Armada by AVN. Found the game I was looking for. Turns out I mixed the beginning of your cultist faction game, reis, and the rest of this one. drxav's pack hunt reis the blessed seer on Nights 0 and 2 and my pack turns johho on Night 3. With the seer dead, xav uses his sorc powers to scan johho, but he forgets that sorc powers don't scan for wolves and johho the werewolf becomes the only cleared person in the game. With JL-like circles forming like crazy and wolfpacks identifying each-other, it becomes a matter of who stabs at the right moment. In the end, a betrayal of the red pack's cultists give the yellow pack the win.
Werewolf CXVI: The Inner Machinations of My Mind by EUROO. The infamous game where randy the apprentice was tossed between the goodie and baddie scanners and had the power to choose who won. It's a prime example why apprentices should stick with whoever scanned them first.
As for Lites, well, this one stands out to me, probably because it was the first game where I was actually useful.
Werewolf Lite CCV: Invasion Normandy by Vainglory. The wolves were one day away from a Stalingrad, but the JL managed to turn the tables and get rid of all four within three days.