Few things I would suggest.
- Cheat sheets, they help a lot for GMs because as a GM you need to be figure out things pretty quickly.
- Combat: Instead of throwing 10 really easy targets at them, give them 3 - 4 moderate targets to start out with. I've made the mistake of a team getting swarmed by a ton of weak devil rates before, and combat just dragged out.
- Know the team's weaknesses and strengths and play to those: If your group is missing a mage, don't throw them into a magic heavy game. If they are missing a hacker, lay off on the security systems to begin with. Over time work their weaknesses into the game to show them the dangers of their weaknesses though.
--Playing to their strengths also gives the team members each a chance to shine.
- If you can't find the rule on the cheatsheet, and are unsure, make a judgement call and go with that. If you ended up getting the rule wrong down the line, then fix it. SR has a ton of rules, and if you have to go through all of the books constantly it slows things down.
- Be flexible: SR lets people take tons of different routes to the same goal if you let them. I've found that the funnest games I've GMed and my players liked are ones where I am flexible.
- Make the team paranoid: I'm starting to run side scenes through the campaign that make my guys jumpy. I took an idea from the boards with a pizza delivery droid going haywire, chasing a guy down the street and stunning him, then it turned on the runners. They dispatched it and got super paranoid. I also had them run across another team pulling an extraction job on someone completely unrelated.
- Legwork - This is especially true if some of your people like to RP. Role play out your legwork when they are talking to people. Do a little idle side chat. Basically try to keep everything fluid. If someone's contact is their girlfriend, have her ask about date night Friday. If their contact is a KE agent that always pulls them out of the fire, have him groan when the team calls him. Maybe even call in some favors.