OK, I commented on kumakami's game, so I'll throw out an idea for others to rip.
My only disclaimer is that I've never really played a "social" game; I just thought of this mechanic for tracking status, and I thought it fit pretty well. I'm sure it strongly resembles something already done.
Social game:
Each player has two stats: cred and popularity. Each starts at 0, because you are a new kid in school, and no one has any opinion of you yet.
Whenever you do something you roll 2d6 and the GM does the same, only twice: once for the popular crowd and once for the unpopular crowd. If you win the roll against the popular crowd, the margin of success is added to your popularity. If you lose, the margin of failure is subtracted from your popularity. The same goes with the unpopular kids, only with cred.
You can track both stats with a couple of pennies on a piece of paper: draw two lines and number them -10 to 10. Label one “popularity” and the other “cred.” Put a penny at zero on each one and move it to track the ups and downs.
Your current popularity or cred is also a die modifier to all rolls when compared to the die rolls for that crowd. So if you have popularity -2 and roll a 10, it counts as an 8 against the roll for the popular crowd. In other words, as you become unpopular, you’re likely to become even less popular, until you reach the bottom value of -10, at which point you can’t win with the popular crowd. Same goes for the unpopular crowd.
Here is the kicker: it makes no difference what action you declare for your character. How the action is perceived, which is determined by the dice, is the only thing that matters. So you can insult the captain of the football team to his face and get beaten down, but if you win the roll, it only makes you more popular: maybe all the popular kids really hated him, especially that one girl he used to date who now thinks you’re cool. But you lost the roll to the unpopular kids, who now dislike you out of jealousy. I think this captures the arbitrariness of social reputation and makes it fun to try to concoct a reason for the two crowds' reactions.
You also have a number of soul points that represents your opinion of yourself. You begin the game with 10: say, a stack of ten pennies. Whenever you do something decent you get a point of soul. Do something bad, lose a point of soul.
Soul points can be sacrificed on purpose to add to your die rolls. So if you have -3 popularity, you could spend 5 soul points and get a +2 on your next roll,but you have to describe what it is you’ve done. To use soul points, it must be something that hurts your pride or self-image but makes you look good to other people. It may simultaneously help you with one crowd and hurt you with the other.
That’s basically it.