Really bizarre idea. Here's the gameplay problem: early players have a hard time getting involved, partly because a priori, Glitch is a big, complicated game, until you get your legs and start to understand how it all works. Older players start to get bored because their game has simplified, and they can do their thing relatively easily.
What if higher level players could apprentice new players? Basically, I think this would mean two things: the "master" would lend some of their skills to the apprentice, and they would take over the new player's quest-setting.
For example, if Joey (lvl 1) is my apprentice, I could loan him Mining IV, give him a pick and an embued teleport script, and set him the quest of "Mail me 600 chunks of sparkly." Maybe he needs to be able to say "boring, different quest" or something. And certainly, he should be able to leave my tutelage when he wants to. Maybe even to go to a different master.
The advantage to all this is that, for Joey, Ur becomes much more manageable - he has a pick and some rocks and a mentor. There's a player who has a definite interest in him getting some kind of grasp on the game. He can try out higher-level activities and get a sense of what he wants to do with his game. And his acquaintance with the game can develop from the simple to the more complex.
For the upper level player, the benefit is that it's no longer important to grind - instead, you manage a coupla-few apprentices, show them what's fun about Glitch, and hopefully develop long-lasting relationships in the game. The game becomes more complex and interesting just by introducing the responsibility of master for pupil.
There's also the drama of stealing good apprentices, and the decision of an apprentice to move on to journeyglitch, or a master to admit that there's nothing new they can teach their student and it's time for them to move on.