Alright, I'm currently in the midst of designing some one-shots to run at SIMCON in a month and a half and I need some advice on a design issue: should I start the modules at the "beginning", i.e. the fixer's call and the meet with the Johnson, which eat up time, or should I start in the middle (in media res), when they're already on the mission, allowing for maximum usage of the limited time slot given by the con?
To pull an example out of current threads on the board, like, say, the the underground auction thread, do I really have to go through all of procedure of gathering the team, getting to the meet and negotiating with the Johnson (which took a quarter of the time last time I ran a one-shot). Or, can I just had out a "mission briefing" saying what the mission is, what the terms are and how much they're getting paid, and have them sitting in the audience at the auction, protecting the Johnson as he bids on a rare artifact and then being sent after the artifact when another team of runners hijacks it?
Please note that I'm asking this in reference to time constrained one shots, not for regular play. In a regular game I would always give the PCs the option of walking away from the negotiation table, but in a one shot, especially at a con, it's different. Different due to the implicit approval of the players having signed up for it. If they weren't interested in playing that module, then they wouldn't have signed up for it.