Hey folks,
I'm a new GM (in general not just to Shadowrun, never run a game before) who is returning to Shadorun for the first time since early 2nd ed. I have perused most of the 4th ed base book and *love* the updates and changes. That being said, I have agreed to run a game for a bunch of hardcore SR loving players who are some of the most devious and savvy folks I have ever had the fortune to meet. I have been told up front that expectations for this initial game (a one-shot, possibly continuing on into a campaign) are high and to be honest...I am kind of freaking out.
So, with no further gilding the lily, you guys have any tips for the new guy on the block?
If I was totally new to the system and had a bunch of friends that were hardcore players who were expecting a lot, I think I'd tell them that one of them should step up and GM otherwise expect to spend a fair portion looking up rules.
I'm not saying you shouldn't GM. I've LOVED GMing, you can too. But the first few sessions will be slow, I can almost promise. I spent about 4 months reading the books to familiarize myself with the rules and building my own adventure, starting with something very similar to "Food Fight" (my own twisted take on it). Almost the entire 5 hour session was one combat spent looking up different parts of SR4, didn't even allow the supplements yet.
My advice is to set the expectation to be: "I'm learning, lets have fun and see what happens."
Other things that can help:
1) Have players read up and get a grasp of the common game mechanics their character will be using. Many players are really good about this, going over the rules and learning how to be good at their role. Some other players figure the GM can tell them what to roll and they'll pick it up after a while. I've played with both and I don't mind the latter, but it slows things down and can create problems sometimes when the rules don't allow them to do things they thought they could do (especially true of Matrix and Magic).
2) If things hang up on a rule decision, make a choice then find out the correct way after. Keep things moving and not bogged down. Best way to do it I've found is to make a quick call and ask a player to look it up while you continue the game. Then once you have it you can do it the right way from then on.
3) Don't over prepare if you make your own adventure. Things can easily go off on a tangent or different direction then expected. I've found it works well to make well flushed out NPCs and consider how they would react to the player's actions, instead of trying to come up with an adventure "script" or whatnot.
4) Don't be afraid to houserule. I use a bunch of optional and houserules, myself. But like McMurray said, don't surprise them with houserules, keep them in the loop and a part of the decision making process.
5) Rule #1 is have fun. That's both the players and yourself.
6) Ask for character sheets a few days before the first session. Go other them, see how they made their characters. Couple reasons, first is if anyone is new to the system as well then error checking is a good thing. If the player knows the system well then it can help you to see what they consider important for their character to have. And also it allows you time to look up the rules on anything you might have not thought would come up, but will. The "Oh, crap - He's got Kinesics, what are those?" or "What does Gyrostabalization do and why is it on this AK-97?", etc.