Actually I am the only one in the group with experience in several different RPGs. The group has very little experience, if any, and none of them want to take the time to read the rules. They want me to spoon feed them the rules and I know from experience that if I try to sit them down and go through all the rules at once they will stop paying attention and starting messing around on their phones. Hell, I brought the core rule book and the player that was most interested in playing the game on a 7 hour trip today. Not once did he even open the book despite me trying to convince him to look it over.
This is a big reason as to why I have to take baby steps when I teach them how to play any kind of non-video game. Otherwise it turns into a nightmare and they really have no clue what to do, or how to do it, and I get sick of repeating myself.
I really like the suggestion of having NPC Shadowrunners duking it out with the cops. It really is a great way to show case a typical run and what real runners are capable of. I also like the idea of them having to knock over some stores. Getting on the bad side of a small time talisman dealer would be a great way to show off magic to them.
Thanks to everyone for the suggestions and help.
EDIT: I forgot to mention that I was the one making the characters. Since things like magic and cyberware would be too complex for this group, starting off, the characters are little more than average members of the five main races with a few basic and low skills. My players would never bother to take the time to learn how to create their own characters unless they are enjoyed the game. I figured after the one shot I would let them select from various pre-made characters in the rule book or let them make their own if they want to. So they can have a little say in the customization I am limiting them to some very basic gear and a small amount of money to pick what they want and I am also letting them pick their own race.
I know it probably comes arcoss as me being a bit of a jerk to my group for making things so simple but I know that two of the players struggled with the very simple rules of D&D 4th. It took playing once a week for nearly two months straight before they had a decent handle on the most basic rules of combat, such as what modifer they are supposed to add to the attack roll (even though they were listed on said attack) or what dice had X sides. I have no idea how easily the third player will pick it up.
They are eager to play games but unwilling to take the time to learn how to play. It's very fustrating as a GM but I live in a small town and have a very limited amount of people that are even willing to give P&P RPGs a chance.
Have you considered that part of the problem is that you do 'take baby steps' with them? Stop doing that, set the books down on the table (all of the ones you have for the game) and tell them to have at it on making characters. Give them some guidance if they have questions, but otherwise make them learn for themselves, and lay down a rule right off of not messing around with Facebook or whatever during gaming (even character generation) to nip that part in the bud. Being too easy on them in that way and doing the 'spoon feeding' has just led to creating a group of lazy players for you, but try those methods I suggested and it just might fix it.
I disagree if only because making a good (read effective/optimized) character in shadowrun has so many unwritten rules that it could lead to some people screwing themselves over and other ending up being really good by pure chance which will make the players feel upset that some characters are just flat out much better than the others out of the gate.
Some examples:
1: Are you a mage? Stunbolt, stunball, and something like Blizzard to attack vehicles/drones with, ignore all those special fancy spells for weakening your foes, also ignore banishing, just use more stunbolt.
2: Are you a street Samuri? How high is your agility? Did you make sure that it would be possible to get it as much above five as possible early on? If you didn't then you might as well rip out your arms and replace them with robo limbs with tricked out stats to do your shooting or you. Also make sure to pick out as much cyber limb armor as possible because it is the best part about getting cyber limbs.
3: Are you a technomancer? Go ahead and be crippled from the waist down, and make sure you never leave the house. (You can use all the free time this gives you to write up video reviews of Star Wars Episode VII, VIII, and IX) Your goal should be to have incredibly pathetic physical stats, but it won't mater in the least because you should always be a few miles away from all the shooting and controlling a drone.
4: Are you picking out a weapon for yourself? All guns are not created equal not even close. It's not simple to figure out which gun is better than another, doubly so when you take into account what modifications you especially want (here's a hint, recoil comp, lots and lots of recoil comp is your friend).
5: Tactnet is a wonderful thing that with the right collection of drones to add into the system can give you +4 dice pool to effectively all your rolls, they are wonderful things and you should never go running without it.
Long story short, character creation is incredibly complex in Shadowrun, especially when you consider that the characters need to overseen to make sure that they are all similar levels of optimizaiton so throwing the players into the deep end and expecting them to come up with characters who they will all be willing to play down the line for several runs is highly optimistic in my point of view.
(Also since there are three of them it will probably end up being one street sam, one mage, one hacker/technomancer (with one of the three of them being a decent face) those rolls are very different and it is best to let the characters dip toes in the water of the Sixth World and do some runs with premades to let them get a feel for how things work and find what they are comfortable/happy doing.