Unfortunately, it's one of those things you occasionally have to take a chance on, when writing adventures.
When it comes to actual cash payments, I have a standing rule that the Johnson/Whoever never offers a blanket sum: (i.e., 50K for the team). The runs are always supposed to offer up X Nuyen per player. This is done so that A) there's no fighting over payments (and no "if Bob doesn't survive, we split it 5 ways instead of 6"), B) So that no group is getting hosed on money (Group A runs with 4 players, so they get 12.5K each, but group B runs the adventure with 8 players so they only get 6.25K each), and finally C) so that the money always divides up evenly (50K divided by 7 sucks
However, we like to try and occasionally include non-monetary rewards. They're fun, they're interesting, and sometimes they inspire characters to try something different (I know one player who already said he wanted to buy a power focus, and was going to use the Dagger as the "base" for it). But... It's hard to always work in "Each player gets X". With the daggers in CMP 2011-03 Threads of the Past, the module is written so that the group finds enough daggers so that each player can get one (So there are only 4 in a 4 player game, and 8 in an 8 player game). Ideally, the group splits them evenly. But as Critias notes, you run the risk in any convention sty;e game with a bunch of strangers that people will be greedy.
We minimize it and try to reduce the chances for the game to breakdown, but at the end of the day we can only do so much. The rest is up to the gamemaster and the players at the table.
Bull