We've long discussed giving people benefits from IC training, things like having a teaching skill or a tutor verb, something to allow younger characters to benefit from both mechanical knowledge transfer and to take time out of their schedule to help the game grow and prosper.
Here's a different idea but similar in spirit, and I think it needs to be really heavily regulated, which I'll get to later. Allow us to benefit ourselves by taking the time (and often painstaking at that) to tutor and mentor people. Give us a real, tangible benefit from sharing knowledge because it seems like it's just something that people aren't doing nearly enough of. An incentive structure that's different from just getting chyen or something, as it is with other teaching systems.
This is sorta gamey, so please take that with a grain of salt. I haven't thought about lore or implementation from an immersion standpoint.
1) You apply to have a freelance gig job at a vocational school for a specific discipline. Offer 1-3 roles for each skill, or cluster of skills, depending on the demand and depth of knowledge needed.
2) You register for smudges. Pass a bar exam. (I.E. Staff verifies you're not just full of shit and going to spread tons of misinformation and know how to discuss game mechanics in ways that aren't the hilarious old meme of TRAIN YOUR EYES.)
3) Now you can 'train people' on smudges. You go shoot with them. Teach them the verbs, take them to the range, etc. (Be great if there was maybe a practical training hall for some skills that aren't easy to just 'go do.')
4) When you finish, submit a detailed @note & terminal data with the following: Who you trained, what you charged for the service, what you covered, how much actual time you spent on it, and if you will be doing further or follow-up courses.
5) GM reviews, comments/approves/denies, and dispenses bacon based on the quality and time investment. Maybe there's a QC check for students, afterward, or something, IDK.
6) Rewards can either be physical (a fat check from the school for those who are UE capped) or 'job perk training' and a gift of 10, 20, maybe even 50 UE for some of the really complicated and niche stuff (some trades in particular have an INSANE learning overhead and you'd really need a major incentive because teaching others is a direct COI for the player&character)
7) Congrats, you got a fat wad to blow on your own plots, or some fuel for your own growth to compensate for the serious time investment that actually teaching people the real, deeper shit in the game is.
Obviously, there might need to be a rate limiter on UE paychecks to prevent someone from just UE capping a year early or something. Maybe you could do it when motivated and be given a credit to exchange once a month or something, to meter it out, but allow for when people are feeling actually motivated to do the chore that teaching the game is if they're a hot/cold person. I also think this is already possible with some jobs and careers, but there are so many logistical issues that I feel that this needs to be something open to anyone, even the murder hobos out there, provided they are actually doing their job. Staff also shouldn't play around with this at all, and make it transactional based on doing, and not fuck around with allowing people to sit idle in a role. Shit or get of the pot sort of thing, clearly stated from the outset.