Lots to reply to. I'll try to get it all. To start with, a common theme was split the group, but I fully expect 2 or 3 players to just disappear after 3 or so sessions, as always seems to happen. Those friends that got brought? They didn't actually want to play, they were just bored.
I've told them all that I'll try to cope with 10 players, and doubled the time between sessions from 6 days to 12, so that I'll have longer to prepare. I've also said that if I can't handle it I'll be looking for players to delegate work to at the least, and potentially grabbing a Co-GM at the most. They all know that.
QUOTE (Kagetenshi @ Nov 30 2009, 08:13 AM)

How experienced are the players? I suspect I know the answer, but if it actually turns out to be "highly" you may be ok after all.
I've got at least 5 players who know the game very well. I've been playing SR4 with them for about a month, with myself and one other player GMing. We've been playing other systems for a while, however, and if they had questions, they would have already looked them up by now.
Of the other 5, I only had to walk two of them through character creation and tell them to read the Games Concepts chapter. The other 3, barring some addition errors and some problems with gear, could make characters. They all had a couple questions, which is good.
QUOTE (Jhaiisiin @ Nov 30 2009, 09:11 AM)

- Minimize combat. Shadowrun tends to be a very combat-heavy system, unfortunately. Combat however, takes TONS of time due to all the mechanics involved. Try to do as much plot, and ROLEPlaying as you can, and stay away from combat if you can manage it. Of course, combat will happen, and when it does, expect it to take most if not all of a game night to complete. That's just the reality of the situation.
- Make decisions quickly - If you don't know a rule, or aren't clear on it, make a decision and move on. If the players challenge it, make sure you have something to back up WHY you're deciding the way you are, preferably other than "Because I said so." Don't spend more than 2-3 minutes total on a justification. You should be able to settle things VERY quickly and move on. Waffling and arguing eat up valuable game time.
- Know your path - Planning for a group this large is almost impossible. Lay out very general goals and destinations. Keep NPC's on hand for random encounters Always help encourage the group with pointers, reminders, hints, or automatic rifle fire to help get them to some end destination. Let them figure out how to get there though. If you want XYZ to happen, great. Adapt constantly to help it happen. If the players go completely the other way, be ready for that.
- Adaptability is Key - Building off the previous point, any plan you put in motion will invariably be ignored, destroyed or completely warped by the players. With 3 people, this happens usually. With 10, it's going to happen ALWAYS. You need to have multiple backup plans. If you're an experienced enough GM, weave multiple plot threads together so you can always have a direction to go. Don't let the players get breathers between plots. Life doesn't work that way, don't let the game do it.
- Make the players KNOW their characters - I don't mean their stats, their abilities or their dice pools. I mean the characters themselves. Who are they? What do they do for fun? Who are their friends? Who do they know? Why did they get hooked on Cram? Etc. These backgrounds are going to be crazy important for you to be constantly coming up with plot hooks. Take notes when they tell you about their characters, and use those to help build stories that draw them in.
This size of a group is an amazingly difficult task at times. Even seasoned GMs can easily be overwhelmed. The suggestion of having a co-gm to help out at times is a fantastic one. No matter what, don't be afraid to simply tell everyone "Hey, I'm not able to handle this size of group at once" if you need to. If you have to, find someone else who wants to GM, break the group in half, and have the other group meet on another day of the week if possible. On occasion, maybe bring both groups together for epic runs.
Know your limits, and don't be afraid to let your players know of them. Most of all, Communicate with everyone. Make sure they're having fun and make sure you're not getting burned out or overwhelmed.
Combat, as was said later, is going to be a first option for many of these characters. I've come up with a couple ways of expediting it, as is often the case when you've been GMing for a while. Little things like having all the d6s you need, rolling for your attack before I get to them... These were all explained in the first session.
I've already told them that I might not have the answer for everything, but I'll be making a desicion anyway, and we can then avoid making the same mistake. They all seem to be on the same page.
Having a general plan set up, then making the rest up as I go along is what I do for all my games. As you said, 3 PCs will manage to ruin plans constantly, so it isn't really worth it to have that plan. Let them surprise you. I 'plan', or anticipate the more likely solutions to my problems, of course, but if something is truely ingenious, I'll let it go.
QUOTE (Method @ Nov 30 2009, 11:06 AM)

To echo some of Jhaiisiin's points: if you don't split the group (which btw is probably the best route) it is imperative that the players learn the core rules and any specialized rules that apply to their character. They should be planning their actions and calculating DPs with reasonable mods (including negatives), while you resolve actions of those that go before them. Generally speaking, this will not work if you have players you cannot trust to follow the rules to the best of their knowledge, but then cheaters tend to be pretty obvious.
You also may have a problem avoiding combat, as at least half of the characters you described are combat oriented. Those people are bound to be bored with the type of game you will be forced to run. This touches on the other thing I would emphasize: in a group of 10 the players need to realize that their individual characters are not going to be a focus. They need to design characters that are subservient to the story (like Vertaxis' gang suggestion above). Lone wolf characters, odd ball stuff (like AIs and drakes) and characters with strong personal agendas will only monopolize game time and alienate the other players.
I trust at least the 5 I mentioned above to not cheat. The 5 new ones I expect to make mistakes, but the cheating comes when they realize that they have characters being overshot in all DPs.
I tried to limit the oddball characters and strong personal agendas early on. No drakes, infected, sapient metas, AI or free spirits was literally the first thing I said, after hellos. Flaws like In Debt and Enemy, Qualities like Made Man and Day Job all got dumped next, along with silly things like Amnesia and Mysterious Cyberware that make me work harder.
Some things:
I feel for those of you who have to DM for wives and teens, but I think girlfriends are the worst, especially when you have the people who can't resist making characters in game that showcase that relationship and how the rest of us, at the time, were lonely nerds. Of course, at that point, I was between girlfriends, but the other 4 hadn't even started dating.
The group I have now is limited to 15 or older, but that is only because we know one person under that age who would game with us, and that is one of the players little sister, who is 13.
I used to be part of a D&D group when I was younger. This group had around 70 people showing up every second saturday. About 3 sessions after D&D4 came out (which I had no interest in playing, since at this point, I had pretty much moved back to savage worlds. ) all the people who thought it would be awesome decided it wasn't that great, and moved back to the one 3.5 table still going. Which had 17 people, until people realized that it was too many and I managed to steal 4, GMing savage worlds. The GM told me after thathe'd managed 2 full combats, but nothing else, in around 6 hours.
I plan on handling a lot of the downtime 'off-screen', either by IM or text messages, and making lists of gear to buy and such. This way, I can focus more on the actual runs, johnson meets and legwork while in session, keeping the rest of it outside. I still fully expect runs to take more than 2 sessions, but this way I don't have to spend an hour every session with people asking me if they can have X or X.