Sure, I can give it a whirl.
To make feature verbs accessible, they need to be executable: @chmod $my_feature:some_verb +x
As to how features work...
Without getting into the hairier details, MOO's last ditch command parsing attempt occurs in the 'huh()' verb on the player's location. Typically this just defers to '$command_utils:do_huh()', which then calls a cascading series of huh verbs on the player, their location, etc. What we're looking for is in 'player:my_huh()', which happens to be the first attempt made by '$command_utils:do_huh()'.
Actually from here it's not very interesting. You can @list $player:my_huh to see exactly how feature verbs are found, but in a nutshell: It goes through your .features property looking for valid objects. It then asks the object if it has a verb by calling 'object:has_feature_verb()', or if something goes wrong, it falls back to calling '$object_utils:has_callable_verb()'. When it finds the verb, it calls it.
It's also convention to move your feature into $feature_warehouse but this doesn't seem to be a requirement.
Quick, but sure to be exciting, example:
>@create $feature called Pointless Matching Feature
You now have Pointless Matching Feature with object number #112 and parent Generic Feature Object (#74).
>@verb #112:@match any any any rxd
Verb added (1).
Now programming Pointless Matching Feature:@match(1).
[Type lines of input; `?' for help; end with `.', `@abort' or `@edit'.]
>match = player:my_match_object(argstr);
>if ($command_utils:object_match_failed(match, argstr))
>player:tell("'", argstr, "' matches to ", $string_utils:nn(match), ".");
#112 (Pointless Matching Feature) added as a feature.
'me' matches to Wizard (#2).