Not sure if this is the place for it, but I felt a little like waxing poetic and this would help relate it to game mastering. it may be a tl;dr post for some, but I tried to make it interesting for those who chose to read it.
I was talking with a friend about literary concepts and how they are used in fiction. One of the prime examples is Chekhov's Gun, which is simply 'One must not put a loaded rifle on the stage if no one is thinking of firing it'. It makes a lot of sense when you look at it from the aspect of a Tv show/movie/book/play/etc where you only have a set amount of time to cover anything, and thus it makes the time that you spend covering things important and, in the idea of pacing and scene development, everying included must make sense to either further the plot or explain the character, otherwise it is a waste of time. Thus why you have people get into the car and then cut to the destination, unless something happens in the ride that is important.
Roleplaying games, at least in my world, tend to break that sort of rule. An example being how you give your players the setting, have some various clues here and there for your metaplot, and your players go in a completely different direction. You could set all sorts of little things you expect to go off, but freeform RP is unlike a console/computer roleplaying game, where the world is unchanging and you have to meet with the proper NPCs and do the proper things to unlock the plot and be able to move further along. In a tabletop game, GMs have three options; railroad the players to follow your plot, make all roads the players take lead back to your plot, or let the players run wild and see where it takes them. All three options can work, depending on how willing you are to embrace them.
If you railroad the players, you can make it obvious, "You say no to the J and start to walk away before his muscle puts a syringe to your neck and presses the plunger. 'You've now been injected with an experimental chemical that will eat your body inside out within fourty eight hours. I have the cure, and will give it to you if you do the job for me', says the Johnson.", or your railroading could be a little more discrete. "You try and get yourself out of the city, but the airplanes are grounded due to a terrorist threat (that you covered in the opening) which resulted in blowing up of the only road out of town and the moutains are too steep to climb out, so the runners have no choice but remaining in your city.
If you have everything lead back to your plot, you need to be able to find some ways to shift the details. Your runners are seeking some criminal and they didn't get the good rolls from their contacts or they didn't put the little clues together that you gave them; then you have a player overhear from two thugs about how that guy is offering some work and that he's hiding out at this factory. Then they are able to hunt them down.
If you're willing to let your players run wild, then you must be willing to improvise. This normally tends to be the most freeform, where the players tell the story and the GM is along to shape the world around them. The story is crafted by the players, which mahy not directly work under the Shadowrun 'Create a run and follow it' methodology, but it works with something more dealing with a character telling their story. Looking at this, I can see this working well with one, maybe two players, unless the whole group shares similar connections. Think about the SNES and Genesis Shadowrun games as an example of this, where the PC was living his way. Kind of hard to create any fore-planning in this, unless you can create it on the fly and find some way to tie it all together. Some movies are good at that, coming up with all these little threads that you don't think amounted to anything and tying them all together in a neat little package at the end. The only one I can think of right now is the Ocean's Eleven series of movies and similar type con movies, where each little action means something larger.
If you read TV Tropes, you probably see a lot of the different literary terms and how they apply to story telling beyond just Chekhov's Gun, such as Chandler's Law. Chandler's Law is a concise but evocative piece of advice for writers who have somehow painted themselves into a corner, plotwise. In short, the addition of a new opponent or complication, usually amidst a burst of violence, can free a protagonist from where he has become mired in the current plot. Or, in its short form, "When in doubt, have a man come through a door with a gun in his hand."
It is like most action movies, which are most of the the sort of games are based on, sometimes based on horror which follows the same sort of formula. Anytime things start to get quiet, throw in a gunfight or some sort of combat. Equilibrium comes to mind as I try and think about how many fights there were interspaced with the plot pieces.
The Law of Bruce, "Any story where you have good guys versus bad guys can only be as smart as the intelligence of your baddest guy." And one of the perfect examples I can think of is David Xanatos from Gargoyles. For those who have already read TVTropes, you know Xanatos has a whole section to himself about planning and out-thinking the protagonists, Xanatos Planned This
I know I kind of rambled on this, but I am wondering if anyone else sort of thought in this manner. I once looked at how runs would fit within Freytag's Dramatic Structure and try and figure how runs fit in that so they could be arranged like TV shows.