Just make sure you pay attention to and heed the suggestion near the beginning of the book.
Don't try to sit down and read the book cover-to-cover to learn all the game's finer details right off the start. The system is quite crunchy as a whole so attempting to do so is likely to break your brain, or at least slow you down. It is based on SR afterall.
Just go through the first couple of chapters and when it says "now go make a character and start playing" that's actually a pretty good time to do it. Well except you really should read page 268 and page 269 in the Appendix on the roles of the GM and the roles of the players. Those two sections really should have been put in the first chapter of the book.
The game actually plays really well just playing parts of it. It purposely has rules for multiple level of detail options for given sections. There are people that have played whole campaigns without bothering to use the complex version of melee combat, Fight! (which is actually one level more detailed than D&D or SR, each action takes a "heartbeat" or about 1 second, so you select sword swings, fients, etc. explicitly)
Same for magic, if you use it at all (the game is actually quite playable and interesting without any sort of magic, even without enchanted magic items). There are a lot of rules there for custom building spells and the option for detailed effects of failing a spell. But things go smoother if you start out playing just using simple Tax (their version of drain) and their stock spells.
P.S. Highly recommend their forums if you get stuck or are running into problems.