I recently took up Shadowrun, and I became the GM not because I knew the game but due to the fact I'm the only GM in the group who doesn't give up after two sessions. This world is a bit tougher to plan with then most fantasy worlds in my opinion simply because in D&D you can always explain things with "a wizard did it". Shadowrun is based on the real world though, so it's a bit tougher.
I won't make campaign suggestions, but I will give you some things that help smooth our my campaigns.
First, I know that sometimes the PC's over plan certain scenarios even when you intended it to simpler. Don't start with infiltration missions, unless the infiltration portion itself is very brief (one guy hops the fence to open the gate for the rest of the crew, or they must quietly take our the guard post before an alarm is sounded). If the PC's begin to plan something out like a complicated Mission Impossible set up, tell them they have a time limit to figure it out before they have to start winging it (I'm patient, so I give them a 30 minute time limit for big moments). Since they have to talk about their plans out loud, you can hear what they are going to do and adjust your plans accordingly. If they are making a big deal over nothing, then feel free to let them know they are doing so and to stop wasting time.
Second, enemies should not be allowed anything that can go full auto and things that deal stun damage for a while (unless the group is specifically tailored to ignore that). If they are afraid they will die too soon, don't make the campaigns that deadly off the bat. After a few sessions against wussy cookie-cutter enemies, they will be begging for a challenge.
Third, small steps towards what you can do in this world. First master the basics of combat (mainly how the turn phase works, initiative passes, and how melee and ranged attacks are used and defended against). Once you can run simple combat with minimal distraction, incorporate cyber combat or magic to deal with. I worked in this order, and thankfully the group was willing to work with me on catching up to speed on rules. If your group has any consideration they will too.
Lastly, science fiction and fantasy movies are the best source of inspiration. Anything that incorporate robotic people, monsters, memorable villains or futuristic ANYTHING can help come up with the next NPC, the next plot device, etc. Hell, my best campaign to date came from building Captain Silver from Disney's "Treasure Planet". Just change him from treasure-obsessed to Novacoke drug lord and BAM! Oversea speedboat coast guard crasing shoot-em-up.
Sorry, I rambled a lot there. If you'd like to coordinate other questions/advice/chat feel free to message me. I'm always on the look out to help another GM/DM.