My first, and best, piece of advice is to read the book, cover to cover, writing notes as you go along. It sounds a little silly, and maybe it is, but I find that writing down stuff helps me to remember them. Take careful notes on things you're sure you're going to miss - one of the biggest ones for me were the tackling rules (I have a player who plays a wrestler) and the pools for memory and lifting (tucked into the very back of the skills section).
Your First SessionSit down with your players and figure out what kind of game everyone wants to play. Do this before you do anything more; if you get a feel for what people want to do, you'll have a better idea what to give them.
Since this is you and your player's first time around the bend, stick to the corebook. There's debate on how good the book's pregens are; honestly, use 'em or don't, it doesn't really matter. 4e is easy enough to make a character for anyway.
Next, you're going to need something to run. The first two "seasons" of Missions are up on the website for free - Season 1 uses Third Edition rules (but starts with one of my favorite runs I've read) but Season 2 (
link) uses 4e and doesn't require too much prep.
Do prep though. This means reading the mission over twice, writing down who people are, what they want, and what complications exist for the players to manage. This lessens the amount of time you hem and haw trying to figure out what to do when your players go off the rails (and they will).
As you're running, assign one person to check rules for you as you play, and don't be afraid to pause as you do. Having another player looking for you lessens both your stress and your work load; if you guys come across a rule you don't agree on, or you all completely reject the rule in the book, make a note of it, and come back to it later.
Post game, talk to your players about how things went, where things could be improved, and what they thought. Then allow them to adjust characters as wanted with no cost (as long as they stick to the 400 BP limit) and figure out where to go next.
(These are ones I've learned as I've run a full time campaign for a year; I didn't exactly follow my own suggestions here at the time)
Cheat Sheets and HelpI can't on hand recommend any particular cheat sheets; the ones I use come from an ex-player of ours, and I'm not sure where he got them. Aaron's site (
link) has some good stuff to use, and there's nothing like learning the rules by making cheat sheets yourself.
Other random advice -
* Don't be afraid to use the mook rules in the first of the GM chapters. It will save your bacon more than a few times.
* Use device ratings unless the device is critically important; this simplifies things immensely.
* Wes Street's Random Mook Generator and Random Vehicle Crash Encounter Tables (
link) have led to interesting times for my group. I have an updated version of Wes' table I made, but haven't thrown up online yet.
* Buy a copy of Sprawl Sites (the 1e / 2e book). I don't own the new one that just came out, so I can't recommend it to you.
*
General GM Advice, and one I picked up from another forum - if a player declares that they want to do something,
write it down then and there on a sticky note and stick it somewhere everyone will see it. It may sound impossible, or silly, or just completely counter to the game you're trying to run, but award the player karma when they achieve it. This invests your players in your game, and helps them feel like they can have an effect on the game.
(My group ended up with a ball pit in their safehouse thanks to this rule.)
I think that's all I can think of off the top of my head (and the only links that look useful in my bookmarks).
Good luck!