...who can get you on board a legit transport to a space station, though it might cost you an arm and a leg....
^^^
This statement always makes me chuckle in shadowrun --- it can be quite literal!

Depending on how a run/mission is setup, an easier way would be to have either a corp 'sponsor' or Mr. Johnson providing transport -- they are under no obligation to share the how and why to the runners, so you can bypass the reasoning behind it, unless it plays into the plot.
If part of the run is finding a way up, then that would make for an interesting scenario also, but changes it to a major portion of the run; or maybe finding transport is a run in itself.
Couple of other thoughts:
* take the place of a repair team
* the hijack option sounds crazy at first, but a hijack doesn't have to be done with guns blazing; could just take over a flight of a supplies/delivery vessel. Could also intercept a crew headed for a standard rotation.
* tourist angle (has been mentioned) -- think a one-shot version of the Fifth Element
* Crazy ex-rigger who's always wanted to "go to the stars" needs a crew though....
* For a more serious game, being the muscle/security for a high-level exec or researcher
* Have your face/con/infiltrator take the identity of a researcher(s) scheduled to depart
* Are there space elevators in SR yet? I've not seen reference, but I don't see why not...the theory for them has been around for a long time. I mean, heck, they'd be easy to build with....nanotech....

(Okay, that's a whole 'nother run, but would be a fun premise in itself)
* Hired as the entertainment for a one-time event being held on a corporate platform
* Team Rigger or Decker is given a one time over-ride to take over a ship or other space vehicle; use at your discretion
A lot of this is going to have to be built into the run by the GM - anyway - have fun! I tend to play magicians so, it would be hard for me because I know my character would at some point break down just because he's curious!

Don't look. Whatever you do. Ever. Don't do it! Why are the potentially deadly situations the most fun in Shadowrun?
