Shadowrun- advice on style, edition, and keys to success
I have to echo some of the system hate for the more recent editions. I never played 1st or 2nd, and only a little bit of 3rd. But if you liked the old SNES game and Shadowrun Returns, you are likely to be disappointed by most of the tabletop.
Shadowrun's various editions have systemically been stripping the 'punk' out of their cyberpunk with each iteration, and the actual reality of the numbers and equipment costs clashes violently with the supposed setting and themes. You run into weird situations where your 'broke and hungry' street ganger gets into shadowrunning to pay the bills. Good thing he has his million nuyen suite of cyberware to give him an edge...
I guess we know why he's broke at least :P
I honestly think my favorite edition of shadowrun is cyberpunk 2020. :3
Grognarding aside, one of the things I think is important is to take some time to properly 'set the dials' on what you expect and what your players should expect.
There are a lot of different ways to play SR, and a mismatch between your expectations and the players can be disastrous. For example, your players might be expecting a pink mohawk game where the streets are in perpetual anarchy and bodyarmor and shotguns are considered 'about town clothing', while you're wanting to run a mirrorshades game that's all about the terror of the surveillance state.
And it can clash in smaller ways too. A lot of SR is about preparation and clever planning backed up by brute force and shenanigans. If the players don't know what they should be planning for, they will either miss something you think is painfully obvious and then get butthurt when you use it to 'gotcha!' them, or they will over-prepare for every possible thing and waste a bunch of time worrying about nothing.
My recommendation for how to get around this is to ease everyone into the setting using a very tightly controlled environment to start. Basically, they don't plan their own runs to start. They get recruited as contractors by an experienced runner who does all the planning and legwork and just tells them "you go here, do this."
That introduces them to the system and to how you expect a shadowrun to go, and it also gets them right into the action. Then on the next run, they get to do some of the legwork. They still aren't making the plans, or deciding what to look for, but they're doing the looking.
And so on and so forth. Don't hit them with the whole thing all at once, ease them in piece by piece so they know what everything is supposed to look like in your version of the 6th world.
That's my thoughts anyway. Never have managed to put it into practice, so it might be terrible :P