Here are some of my thoughts...
So all the PCs are real criminals with a SIN, apart from the show's stooge. Parolees in good standing are allowed out of the halfway house with a temporary pass which doesn't display a criminal SIN. Unfortunately for the PCs, they're getting messed around and always seem to cause an infraction that denies them a pass - except when their Mr Johnson wants them to go on a run. Then they get a very limited pass that expires in a short while and limits them to specific locations. The PCs are also tagged so they can't go off reservation and they're either fitted with a bomb collar or shown their surgical scars where a bomb implant has been fitted which may or may not be real.
Calling the place a halfway house is pretty cute since there's no way any normal house would accomodate up to 100 parolees. That doesn't count the staff and security who also make sure the parolees don't get too frisky with their so-called freedom. It's still something of a prison with most people having the freedom to head out through the security gates on passes, but others are on restricted passes due to infractions. Make too much trouble and you'll lose all priveleges and might even get sent back to that hell-hole you were incarcerated in for however many years it was. Too bad for the PCs, they always seem to fuck up and get their passes revoked - just not bad enough to get sent back to the joint.
The NPC parolees are generally all violent types of both sexes (or is that all sexes?), the staff is wary, underpaid and burnt out and the security is trigger-happy and sometimes use their Predators when stun batons and boots don't do the job. Just your normal everday halfway house in the Sixth World. You'd think it was like a prison with the rules and stuff and cameras everwhere. At least there's some attempt to rehabilitate the guys and teach them a few skills and the place is equipped with a machine shop, small library with limited matrix access, a doctor's examination room, some offices and a games room. The meals are regular, the sun shines (sometimes) and some people have been seen to smile occasionally.
Unfortunately, their Mr Johnson is a bit of a miser and doesn't give them much equipment for their runs. He obviously doesn't care if they mess up and get killed on these jobs, so it looks like the PCs have to take care of themselves. This is where they have to use their social skills on the NPCs living and working in the halfway house. If they need a vehicle for their jobs, they have to cosy up to the assistant manager on night duty who has a sweet modded van that can carry the team. Just got to get the keys and copy them and bypass the vehicle's security system. Need some drugs to take care of some oppostion - seduce the nurse who has the keys to the doctor's office and get the drug safe open. The small library has a Deck with very restricted access, so got to get a staff member's access card to be able to use the Matrix properly. However, it will still have a filter that doesn't let them find out about the reality show or give them greater SIN access outside the halfway house. However, the access card will let them move about the halfway house to get into certain other places as needed like the machine shop, library, manager's office and kitchen. The security people have a control room with a locked armoury - some basic, but useful, weapons here for the runners - access is a bitch. At least they'll be able to dick around with the cameras to stop people find out what they do in the place.
If they really work things right, they can get the parolees with regular passes to get some gear for them on the outside - its just going to cost them either money or services in kind. They may also have some skills that the PCs lack that is useful for their missions and the PCs have to find out how to get the parolee to help them.
Let the PCs select some contacts with those that are criminals likely to be parolees in the halfway house - after all, prison is where they met up and got to interact. This could include a fixer, info broker, smuggler, arms dealer, etc. This can give the PCs an edge for getting gear, skills or information. Other contacts may have something to do with the halfway house, including staff and security such as a doctor, nurse, mercenary, ex-cop, librarian/decker, mechanic, etc.