Read the reviews, or ask people for their experiences. The first six missions of Season 5 have all been played at conventions already, so there's plenty of people around who already played some, if not all, of them.
But yes, Missions is basically a lower-power campaign which is supposed to be easy to step into and easy to run within a 4-hour timeslot. This means that more experienced players might feel a bit constrained when strictly following the format. Of course if you don't care about having official characters, you can just turn it into a homegame. I turned SRM04-3/5/7/11 into a 7-session homegame where I edited it to take place within a month, adding a feeling of urgency and "the entire city is going up in flames" to the story. I added my own storyline to it, which in the case of Election Day made sure it had a better flow and the players wouldn't balk at the first job due to conflicting loyalty. Even added an element from Storm Front in, one of the players still resents their Fixer/Johnson for not telling them they were being sent to hand Jeffries over to Urubia...
And if it makes you feel better: It's rather obvious in hindsight that part of the reason you're hired is being at the wrong place in the wrong time. If you weren't already doing a job near location X, you wouldn't be offered a job to go to X. Call it Fixer Networking, "I got a rush job, get me a group that's nearby, don't care if it's boozing or doing another job". To me it's no more than logical that in Chasin' The Wind you get those 3 jobs in a row, since it's bad weather and not many nuts would be out there in the Containment Zone at that time. With Back in Business, doesn't one of the jobs come from being arrested due to accidentally running into a riot, and they were looking for some useful deniable assets already? No way KE would break up that riot that fast if they weren't already trying to find some scapegoats to pressure into doing their dirty work.