We wrapped up On The Run today and I thought I'd share how it concluded. Just as you guys predicted, it did prove difficult to make my players interested in learning what was on the CD just for the sake of self satisfaction, they did however become concerned with learning whether or not the contents of the CD actually had the info on it that it should have. As they were making plans to sort this out, they received the mysterious call from the third party, and they threw me for a loop when they decided that they would attempt to make a copy of the CD (nearly impossible) and sell it to both the 3rd party and Mr. Johnson. This didn't end well as they hit the first hurdle in the CD encryption, so they decided to entertain the offer that the 3rd party made when I mentioned "significantly more" and they headed off to the meet. After some piss-poor bluffing on part of the team's representative, they fessed up to the amount they had been originally hired for, and were offered double plus 5K each and that was enough for them to sell out. As the mystery party was heading out, the Shangri-la strike team swooped in to get the CD, but the Runners joined in and wiped them all out.
I've learned I've really got to take better notes regarding combat stats in order to smooth the process along. This was the largest combat scene we've dealt with yet, and it started to look like I was unprepared for the whole thing, so I just started fudging the dice rolls between the two rival npc parties, having them focus on one another instead of the Runners. This seemed to work, and the party was non the wiser.
Ultimately, the team made some big money, but pissed off their employer, ruining the chance at further work. This doesn't feel like a good thing to have done to a new runner team, but it definitely taught them that there are consequences for their actions in the Sixth World and it's also going to teach them a lesson about paranoia.