1. Make sure every player has a "cheat sheet" explaining the five or so most common Tests their character makes. E.g., you usually roll [this many] dice, because Skill + Attribute + modifiers. Here are some situational modifiers that may affect the test. Here's the relevant information (and page references) you and the GM need to know.
2. As you work through the initiative order and call each player's action, remind the next player in the queue that they're "on deck;" it's time to decide what they're going to do, and have their dice counted and ready to roll. If that player still isn't ready when their turn comes up, they automatically delay their action until after the next player. Be brutally draconian about this the first few times, until players understand that you're not kidding.
3. Prepare Combat sheets ahead of time for each combat you expect to run. Include initiative charts for the first few Combat Turns, and roll the NPC initiative scores in advance. Write notes in the initiative chart about what action each NPC is likely to take, and dice numbers (but be prepared to change it on the fly in response to the players' tactics). Include NPC condition monitors somewhere on the page, along with their Defense dice pool (Reaction + Intuition) and Damage Resistance pool (Body + Armor).
4. Hold all rules arguments and debates until after the session. Encourage players to look up the rules, invite debate by e-mail between sessions, and promise some kind of compensation or reward (e.g., an extra point of Karma at the end of the run) if you get something wrong, but NEVER waste time hashing it out at the table during the game.
5. As much as possible, handle legwork and exposition by e-mail between sessions. Send players location descriptions, sourcebook references, visual cues (Google Image Search is your friend), maps, and so on, so they've already got a clear picture when they arrive. Time at the table should be for role-playing and rolling dice.
6. Do your homework. If the upcoming session includes some unusual circumstances for the group (deep-sea diving, environmental fatigue checks, airplane crashes, magical searches, etc.), make sure you understand the rules going in, and maybe give the key players a heads-up by e-mail that it might be worth their time to bone up on some obscure rule set that could affect their character's actions.
7. Any time there are multiple spirits or drones in play, share them around the table so one player doesn't hog the limelight with all the actions of his fleet. Let other players take turns interpreting the controller's instructions, and rolling dice for the spirit or drone's actions.