As far as starter missions go, how does the Elven Blood series rate? I like the idea of relatively short, self-contained arc to get my players and I into things.
They were written to be
Missions compatible, which means trying to make them accessible to a half-dozen new players who just randomly met up at a convention, while allowing them to be scaled up to 30+ die pool monstrosities sitting on a couple hundred karma. Most of the scenes and conflicts err on the lower side (with GM advice for how to scale it up), though, especially in
Ancient Pawns and
Hopping the Fence, the first two adventures.
There are encounters that can be made particularly nasty (just based on what the GM wants to do), and there are situations that can be especially lethal (if the players can't keep their yaps shut in a few places, or don't try to stack the deck before a big fight)...but for the most part they should work just fine for new-ish players, if the GM takes the time to get comfortable with them in advance, and/or tailors them to fit groups that might not be as optimized as more diehard players. They were written to match up to archetype-level characters, potentially (because, again: random convention team).
That said, you might want to get them more involved in the setting (and Seattle, or where-ever you want to have your main game), before hauling them down into the Tir and tangling them up in politics and other nations and whatnot.