My crew varies a bit from game to game so the initial setup is a little different but as a basic idea let's assume I'm using the following;
Seamus(whisper)
Copycat
Emissary
Toshiro
Gravedigger
Archie
Mortimer
Crew will for up around GD with archie and copycat on a wing. First activation grave digger will pulse out focus. If I have the tome, give a second focus to toshiro and move or drop a scheme if dig graves is in pool. Mortimer will then RIP out a corpse and start moving to position I want to hold. Toshiro activates and summons an ashigaru, pushes it 3 and gives it focus and gives Seamus his second focus. Carrion emissary moves to a place where is can drop 2 marker on centre line, replacing one with a MZ in opponents half. Seamus then teleport in and murders something with 2 focused shots then ports away or if I'm brave charges into melee. If I charged copycat gets him out of dodge. If I didnt copycat moves into a position I want seamus later in game. Really depends on terrain. Archie then moves to wherever I need pressure, anti scheming or scheming himself.
Activation order can change slightly but that's pretty much it.
Matt's comment above is true and highlights why whisper on Seamus can ruin an opponent. Pay close attention to what's been flipped as well as with stoning you will have seen 8 cards in your hand.
After a turn one blitz like above the opponents Angus clenches and you just need to mop up the models he tries to position. A great example of that is vs dreamer I was able to kill both the bandersnatch and chompy in turn one using Seamus and Vincent (opponent flipped black so huge luck involved)
It can be shut down very well too. Steve Johnston took misaki who Seamus hates more than shen as well as loads of ruthless, high armour, h2k models giving Seamus no real targets. Fortunately he is a shit hot scheme runner which is what he became in that game.