Personally, I'd actually avoid Food Fight 5.0, get people happy with their characters first up. Now, while I think this isn't the most friendly game for new players, it's certainly friendlier than previous editions.
As for how I'd plan to do it, this is of course, you've written your own story/narrative campaign in mind. I'd look at building a very basic situation for the group, one that uses all of their skills to a certain degree. Maybe even time it as well. Explain that's it part of a test for a particular Johnson and they need to find out how well the group works, shoots, thinks and reacts. Don't be too gentle on them, give em some basic security to deal with, some alarm systems, some on site hacks etc. If you need inspiration for it, the job descriptions in the core rulebook aren't to be laughed at. It's just a case of making sure it feels right. Don't have a warehouse job happen in a large office block for example.
I believe that, this coming from different groups, a gentle, subtle introduction to the campaign is one of the best things you can do. If you can get people a guideline to what they should expect, what you intend to do, it's going to be better for you, the game runner long term. Also take your time with the mechanics, be patient and let yourself build up to longer and more rules complex scenes.
This, I would suggest is the most difficult of the possible options, but in my mind the pay off is that much greater for it. In my mind, it also gives the group an initial hook, group identity, something that can be a real help for relatively inexperienced groups and players. I think a lot of people forget how important group identity can be and it's a hard thing for Shadowrun to encourage.
I'd also, in terms of game experience, not encourage players to back stab etc. While Shadowrun is set up for it quite easily, playing around with themes like that takes practise and a certain amount of skill. You also need a group that has a certain lack of attachment to their characters, you're going to see multiple characters out of every player with this style game.
On another and final personal note, if you can avoid magic, technomancy, try to. Keep it simple, keep it elegant and keep it about the players.