I've been a DM for years and years, but never with Shadowrun. I'm about to start with a group, using only Core, Aresenal, Augmentation, & Street Magic; as well as some relatively simple house rules...
* Skills, Knowledge Skills, Specializations, and Skill Groups at half BP cost
* Skill groups possess the transitive property, so if you buy one skill up in a group, then buy another, you can buy the rest of the group to match at the remaining cost; and the same goes for purchasing a group and then breaking it up (buy a group up to 4, then pay for the remainder to raise one of the group to 6)
* Frank Trollman's Ends of the Matrix fully implemented
* Karma replaced with BP (cannot spend on contacts or nuyen after character creation), session rewards are BP = 2/3 * Karma. Items that only have karma costs are halved to determine BP cost, except for initiation/submersion (so 10+(Grade x 3)BP per initiation, before discounts from ordeals)
* Magic/Resonance at flat 10BP per rating, even if buying the current maximum (so 50BP to go from 1 to 6)
* Contacts cost [Loyalty x Connections]cp; each BP gives you 3cp, encouraging more lower end contacts instead of high-end executive life-debts
* Adept's Improved Ability is .25/level for all skills
* Improved Physical Attribute is .5/level for all attributes
* No sustaining fociOtherwise, I've got three players heavily experienced with 3rd edition and are touching 4th for the first time, and one other player who's got about a year of experience with just D&D. One is planning on making a dedicated human hacker with ~4 Essense worth of 'ware & a smidgen of rigging, another's playing a human phys-adept with poisoned (Immunity quality for Cyanide) crossbow bolts and a monowhip, another's an elven face adept that's using the core chassis of this forum's revamped archetypes (advocated for Lost Love & Trust Fund quality for backstory, which I might permit). The newbie is playing a beefy (highest Body of the group, so very likely highest armor) satyr mage parkour-ist with 11 dice spellcasting and 14 dice summoning (12 binding); and as I nominally don't allow the Runner's Companion, there's no mechanical change with being a satyr over an ork (pure aesthetic).
As an aside, when I thought about whether being a satyr should count as a distinctive quality, I was fascinated at look at the demographics of satyrs. Presuming they crop up only in those with Greek ethnicity, because of their high rate of magical talent, the math says there's likely near as many satyr mages as ork mages in FDC. This assumes only a 1% rate of magic talent for 'plain' orks, as I've yet to find hard numbers regarding magic demographics. I heard rumours of one book setting it for 1:10,000 or something like that, which is a number I will flat-out ignore.
The group will be set in DeeCee, year 2071. I'll try to stick roughly to what's been established as far as in-game historical events, but will largely ignore anything new coming out unless I like it, and will be upfront with the group about it. The first session is intended to be a milk run, some T99 manager wants to get Lucifer bulbs for his department's research at less than market price and heard that some is being delivered to the Illuminates; they'll find out after some legwork it's being held temporarily in the 'executive' suite at a Stuffer Storage facility; which has grand total of two corpsec, two guard dogs, basic alarms, keypad maglocks on every locker, and a Force 3 ward on the executive suite locker room.
Any general advice for things to watch out for, condemnations to me or my players' choices, missions that would fit this group, etc?