I would actually strongly suggest getting the Runner's Toolkit. It's designed especially for new players and new GMs.
It comes with:
* A deluxe, four-panel gamemaster’s screen that puts critical information directly in front of you;
* On the Run, one of Shadowrun‘s most popular introductory adventures;
* Contacts, Adventures and Sprawl Sites, a booklet that gives you the who, the what, and the where to launch runners on new missions;
* 4 laminated maps of Sprawl Site locations;
* The Pre-generated Auxiliary Character and Kit System, a modular system that makes character and NPC generation simple while keeping characters highly customizable;
* Anatomy of a Shadowrun, a two-column book; one column tells the story of a high-stakes run, while the other details the tests and rules that players involved in the run would encounter, giving gamesters insight into how a Shadowrun game flows;
* Six quick-reference sheets that, with the gamemaster’s screen, greatly reduces the time spent flipping through books to find a particular rule;
* A Shadowrun logo sticker;
* A poster of the Sixth World Seattle skyline, and
* A book compiling tables from Arsenal, Street Magic, Augmentation and Unwired—it’s the ultimate shopping list for runners!
We used this during our introductory demo games at Gen Con to great effect. I'd seriously consider checking it out.
Bull