I have a love of non-standard (or maybe just "non-boring) storytelling tropes when it comes to roleplaying games... remember, just because the STORY of the run starts just before the call from your Fixer, doesn't mean the GAME has to...
Try starting the session in the MIDDLE of the run, maybe even in the middle of combat - I once started a D&D game with the words, "everybody roll a reflex save" - and recap the parts of the run that happened beforehand after they clean up the mess of their firefight. It takes a little more storytelling skill, and you gotta be willing to GM-slap any player who complains that "they wouldn't do that" (just point out that, they MUST have, because here's where they've all ended up), but the non-conventionality can definitely add a bit of flair, especially for veteran players.
It's not technically railroading, because you aren't forcing the PCs to make any specific choices, anymore than the whole rest of the history of your campaign's universe can be considered railroading. It also avoids the IMO tediousness that can often dominate the first couple hours of any SR adventure, haggling over payment with Mr. J, dead-end groundwork for the run, and things like that.
Other fun hooks include: the PCs are being blackmailed and one of them discovers the identities of the other victims of the blackmailer and gets them together to deal with the problem; an unfortunate hostage situation; coming to blindfolded, gagged, and tied to a chair/stuffed in a car trunk/anywhere else you'd be after unwittingly being dosed with Laes; the PCs just flubbed up a run BAD, and they have to figure out how to deal with it...
Options for creative GMs are countless, and if you keep your game world dynamic, it often makes it more fun and more believable - I am a firm believer that characters shouldn't be nascent blank slates the moment you tally your 400th BP, and that a good story has to have a lot of boring/irrelevant stuff happen before it starts to get exciting.
anyway, just my 02. sometimes, i start with a phone call, too