Pretty new GM, played a couple games so far with a group of players who are mostly pretty new to RPG's (and who are impossible to wrangle into the same room with any regularity to play.)
I'm pretty comfortable with all of the basic mechanics at this point, and get get a game running smoothly. When the action starts, my players seem to be enjoying themselves. What I'm wondering about is before that. We've only had a couple sessions really, and the last one was one where I tried to get them into a little more of the legwork/investigation side of things before they went after the target. I had a couple scenes I wanted to get them through to get them the info on the job and what exactly the situation was. I think it got bogged down a little. It felt like a little TOO much forced dialog and investigation on the part of he hacker and the face, while the other players were just kinda sitting around. I think my players are, for the most part, definitely more of the "let's get started with the sneaking and the hacking and the shooting and infiltrating" variety, which is fine by me, because that's my favorite part of GMing (setting up and designing a hostile environment, mediating their way through it).
Obviously, though, legwork is an interesting and necessary part of the game and adds a bit of good pacing. So I guess I'm wondering how y'all as individual GM's handle those parts, especially for newer players who might take less initiative to do legwork on their own ("oh we know where the target is, let's drive over right now!")
Looking at the Missions, they deal with legwork mostly as simple die rolls, with different levels of information made available. I like the simplicity, but a lot of it seems like mission-critical information, and if the players roll poorly then they are just screwed-- at which point the GM would have to spoon feed the information and railroad it through, which doesn't seem like too much fun.