I won't tell you how to GM, but I would STRONGLY suggest you get some experience under your belt as a Shadowrun GM before you go with alternate campaign styles. There are a lot of moving parts a SR GM has to keep track of in a normal campaign, but when doing the normal style campaign, everyone's familiar with it, so there are fewer unknowns. You're wanting to go off into the wild blue yonder on your first flight. That's all well and good, but remember that the first powered airplane flight went a grand total of 120 feet, and was considered a roaring success.
My advice? Put this campaign on the back burner for a while, and run a normal campaign. Use that time to familiarize yourself with the challenges of being a Shadowrun GM. Not saying you aren't an experienced GM in other systems, but you know every system has its own quirks you got to watch for while in the big chair. Think of it like making sure you can run, bike, and swim a mile each before signing up for a triathlon. And while you do this, keep working on this idea, because it has the potential to be a really good, fun game in the hands of a GM who has taken the time to truly flesh it out, and knows the system well enough to take the curveballs the players throw him.
At the same time, it will give your players a chance to adjust to your GM style (once you've found your GM style). And players who know your style may be more willing to take that leap of faith when you say you want to do something different, and go whole hog to help you make it a success. You work harder for someone you know and trust than for someone who wants to shoot for the moon his first time out.