Running a dream sequence in a game can be a pretty difficult thing to do. I have done it several times and think that I have fallen short on every occasion. In some of the games, the dream was an obvious one, in others, I wanted the players in the dream without realising it.
The games that I ran that were firmly set in a dream were too obvious and perhaps a bit too weird. It is hard to create a game that is a dream and not goes overboard with the weird side of things. After all, dreams are very weird. The one that leaps to mind is a game in Shadowrun where I had the players switch characters in a masquerade. I think it was all layered too much and did not have the mystery that I was trying to achieve.
On the opposite side of the coin were the games where the players were trapped in a dream and did not initially know it. I want the players to come to that realisation eventually and then try to escape the dream. But to do this I have to give clues and I have found all of my players have come to the realization very quickly. I want to draw this out but in most cases, I give it away too soon. It is something that I will need to work on in future games. Keep rolling!