The pie rule for Go works as follows:
This rule provides a way to make the game fairer without the use of komi. Although rarely used in Go, the analogous rule (in a different, but equivalent, form) is normal practice for Hex, and the rule can also be used with many other board games. The name refers to the idea of one person cutting a pie in half, and the other person choosing which half to have.
Player A should obviously aim to choose a move that is not too good (so Black doesn't have an advantage) and not too bad (so White doesn't have an advantage). There are 55 essentially different moves to choose from, and the best is probably only about 14 points better than the worst, so it's quite likely that there is at least one point which makes the game entirely fair, in the sense that it would be a jigo with best play. If not, then there's certainly a point which gets close. It's not clear, however, which point would do the trick. (In a thread on rec.games.go, Simon Goss suggested the 10-2 point, but others felt this was too good. Bill Taylor suggested 2-2.)
Those interested in pie like rules for equalization should look at the opening rules for Renju, a Gomoku variant. Black chooses the first three moves, then White can change sides. After White 4, played by the new White, Black must pick two moves, and White can select which one stands. After all that, Black still has an advantage, and gets lots of restrictions in the rest of the game.