^ I'll second the "have fun" part, cheesy as it may sound 
Also wanted to say that I heavily agree on the "cheat" thing (as a GM only!!!). If in the first encounter they have in combat, the CorpSec wageslave guard accidentally rolls 8 hits on his 8 dice, resulting in instant death for one of the players, ignore it and just let it be a grazing hit!
While I agree with almost everything Xzylvador said, I am...again...a little less benevolent.
[DISCLAIMER: The following is intended for GM's ONLY. Players should not look behind the curtain. Really. You can't unlook.]
I am a huge advocate of the Story driving everything. The dice are a handy tool - they allow for easy resolution of common tasks, and (most importantly) they convey a sense of impartiality. 99% of the time, the dice should be obeyed...but there's that 1% where the dice would make the story less fun, or even break it. In those cases, it is the GM's responsibility to nudge things. Just a tap - nothing heavy handed, nothing that could be (for the love of all that is Holy) observed. The INSTANT the players realize you are manipulating things behind the screen, and that the dice are not absolute, your game loses something.
Because of this, the above scenario is the perfect time to let the dice fall where they may. In these early sessions, the player has not invested so much into their character. The characters haven't built up lots of karma, Contacts, etc. It is the perfect time to gank one of them, as an example to the others.
Yes, you heard me. Kill a PC. Boom. Dead.
If they screw up or things simply break bad and the dice snuff one of their little weefle Runner lives, you have established two very important things: A) that you will NOT nudge the dice to save a character's life, and B) you have the stones to build a situation where the character's lives are in real jeopardy.
That poor dead bastard will make the falling D6 resound like the Bells of Doom.
So, later on, down the road, when your players have lovingly crafted their PCs into deranged little mirrors of their damaged souls, and you DO nudge the dice to save one of them when things simply go terribly, horribly wrong (because we all know that a GM would NEVER screw up and throw more at the players than they could handle...right? Heh) then no one would ever suspect it. After all, you shot poor Newbie Marvin in the face, back in the day, didn't you, you cold-hearted slave of Fate?
This is important to establish, right out of the gate. In the first run or two, if no player character is star-crossed enough to stumble into the Reaper's cold and bony embrace, I'd definitely ice an NPC. Preferably a very likable one. I don't mean the "seasoned old mentor" NPC...I mean the one that you threw into the party to balance things out and that your players suspect you're playing as a favorite NPC (or "GM Player Character" (even typing the phrase makes me cringe)). Allow the NPC enough of a role in the party, and have enough backstory and actual personality that he doesn't come off as just a redshirt. A redshirt dying doesn't put the existential dread of their own mortality into anyone...it's their function to die.
But if an NPC that's a friend or even "one of the party" gets blitzed (and preferably, they get deadified in as random and non-dramatically as possible (you wouldn't want them thinking that Gentleman Dan the NPC Badass got offed by The Plot...The Plot is what saves PCs...he MUST be killed by the Dice!)) the players start to realize that the world is a dangerous place. (Not as much as if you're lucky enough to have a PC volunteer to be your perfect object lesson, but it still gets the point across. *Grin*)
-Jn-
City of Brass Expatriate