As an aside, this is the first mission I've ever done for anything, so, it was a bit different than the usual Shadowrun.
Any chance we could you (and Bull?) to talk a little about these differences? For me, curious as to how one changes their approach when designing for Missions vs "standard".
First and foremost was my own blunder. When we were talking about missions, and Bull nudged me to give it a try, the other missions from the first "pack" were handed out and I made a bad joke based off the title of teh one that was left. The joke *I* remebered was "Well, I guess I should DIVE IN and give it a try! hah HAH!" And I had "Dive In" as the name of the mission all through designing it, writing it, and so on. When I turned it in, Bull was, like, "Uh, Wak? You know the mission is called "Take a Chance', right?" .... D'oh! So the whole thing is based off of the wrong title. *shameface*
NPCs were replaced heavily, in order to keep using the Missions NPCs, like Sarah Silverleaf, instead of a set of fairly disposable ones. Sarah Silverleaf, for instance, was "Mr. Saito", a (very!) Japanese Johnson, who had a few bonuses based on how he was treated. Speaking to him politely in Japanese was worth a bonus, as was conducting the entire meeting in Japanese, and a few other 'polite' behaviors, while rudeness would be penalized. Simon was a generic "Mr. Johnson". Goober was "Zoon", and there was a bit about rousting up some locals if you didn't think you needed him...Ol' Drunk Pete Mackinac, Barnacle Bob, and Jaqueline Cartier (a Quebeccer who spoke English only grudingly and weeth an out-RAGE-eous axe-seent.) ... most of those names were drawn from research about the area and some history. Have to give a lil' shout out to those that came before, yo.

Talk about some critters that don't show up, some shopping lists, minor stuff like that which you could lose but I figured would be needed to keep a GM from hunting up a lot of info, in case people at the table would ask "Hey, can I get a blank?" ... but since then, we've released gear books that made that data superfulous. There's a different ending that's a bit more depressing, but it's kind of a beautiful sadness.
So, you know, beating the rough clay I had into the right shape.