I'd be up for GMing a game. Gimme a a day or so to gather some notes together and I'll do a quick writeup on the campaign concept. I'm pretty flexible regarding suggestions for an overall 'theme', but I do like to have something set up ahead of time so that you guys can pick contacts/tweak backstories ect. to make the whole thing mesh better. Even broad strokes suggestions are good.
As far as general notes about my GMing style and some of my house rules go... well I'll list them and if you haven't run screaming for the hills lemme know.
One of the big ones is Core Book only for chargen. IME, especially with online games this levels the playing field and ensures that I have a fairly solid idea of what sort of 'stuff' people are going to have access too. It also allows for improvements in gear as the campaign progresses since a lot of the sourcebooks introduce pretty mundane gear that is simply better than what is available in the core book. If there is something you really want something from a supplement then let me know and we'll work something out. I might require that you spend a few BP's on a restricted gear quality or something like that, but we'll figure something out.
One notable exception to the above is that I do allow customized cyberlimbs from P44 of Augmentation. Otherwise cyberlimbs just aren't worth the cost.
Magic: In my 15+ years of playing Shadowrun I have never gotten good at GMing awakened PC's. I don't enjoy magic heavy runner teams, and I don't enjoy magic heavy adventures. I'm OK with a mage being on the team, but I would request that if you do make one, keep him simple. I do use awakened threats, but they are rare, and you'll typically have advance notice of them so you can prepare accordingly.
The Matrix: Only change here is that VR does require a hardwired connection from your brain to the matrix. AR hacking still works the same. Techno's can use VR like normal though. Techno's (especially core book techno's) need a bit of an edge IMO.
I also have some crazy habits regarding how I pay runners, particularly if there are mages in the group. I'll detail it more later
As a general rule you're better off as a generalist than hyper specialized. Couple of reasons for this. First it allows me to use a greater variety of challenges and be confident that you can still overcome them. Second, and this is particularly important in a PBP is that even if your skills overlap it lets everyone contribute to a given scene. Combat for example can take a very long time in a PBP game so if you're playing a hyper specialized social butterfly with a body of 2 you might spend 3 weeks of real time copy pasting "I find something to hide behind" any time that lead starts to fly. If on the other hand you're playing some troll who rolls 23 dice in "hitting things" and 3 dice in "thinking about things" you're likely going to find the parts of the game where you don't get to hit things pretty dull.
Third it lets me throw more reasonable threats in your direction that can be a challenge to the entire team rather than just challenging the one who's specialized against it and wiping the floor with everyone else. The classic example of this is the troll who rolls more dice for damage resistance than a banshee. Either I'm forced to throw mages hurling stun balls at him all the time or I'm arming security guards with Panthers. This ends up with the troll getting to have fun while everyone else gets one shotted.
Trolls with bows that do more damage than a rocket launcher make me sad.
I tend to be pretty forgiving with regards to a lot of the details surrounding not getting caught. You don't need to worry about outsmarting CSI unless you do something really high profile, public, or messy. Nearly every cop has a price. Even the corps tend to be pretty forgiving. Basically by the time you've completed the run the corp has lost 90% of its interest in you. They know the damage is done, and ultimately you're not responsible. They won't make it personal if you don't. Syndicates on the other hand can be a bit nastier. They don't have the resources to throw at you or track you down that a corp would, but they're far more concerned about their reputation and if you present an easy target to smack back at they will. Basically as long as you play with a reasonable degree of subtlety you don't need to worry about detailing how you're using bleach to clean your bloodstains off the ground or mapping out multiple routs to your safehouse unless you feel like it.