QUOTE (Xahn Borealis @ Nov 5 2011, 03:45 PM)

Also, I'm looking for some premade adventures, I lost all my old ones off my laptop, does anyone know a good place to find some, specifically for small groups?
I think the first few Missions seasons were released for free, or something, on the main website. Or maybe it was the missions for sr3. I distinctly recall something involving the missions being free. One of my group's first modules was On The Run. that may help.
I would heartily recommend tracking down some Sr2 modules, like Dreamchipper, Queen Euphoria, and Genie in the Bottle, and adapting it for sr4.
GM tip 1: Introduce an NPC hacker contact(or an Agent) so you don't have to bother with that shit bogging down the game and adding a new layer of complexity and uber-annoying rule to the stack for a first time player.
DO emphasise the presence of AR and omnipresent electronic activity when describing your locations, scenarios, and people. Think about your NPC's online habits. How do they text their friends? Do they use annoying shorthand or take the time to properly write stuff out - the devil is in the details.
GM tip 2: Handwave shit. If you don't know the answer, make it up on the fly. This is often the hardest thing for a GM to do, is keeping the game fluid and consistent, and not having to open the book every few seconds. Protip: Write rule questions down, settle them at the end of the session.
Player tip: This goes double for you too! I am positive you will have millions of questions about how stuff works or what the world is like. Write the big ones down, and handle it after the session when you're not shooting at people.
Gm tip 3: Decide what kind of game you want, and tell your players. This is good advice in general, but still applies to small games. Mohawks, mirrorshades, what kind of dice pool sizes you want to see and how much is too much. Houserules. Anything involving availability limit changes, slightly-going-over-on-qualities if it makes sense(why can't an adept go to college, exactly?), a bit of karma to flesh things out at the start, an automatic fixer contact to start you off .... Do that ahead of time.
Player tip 2: Do your twenty questions and don't half-ass it. It can be one of the hardest things to come up with, but helps your gm
so much when presenting the world to your character.
Player tip 3: Give your contacts some life. Not just their occupation. Name, race/metatype, occupation, group occupation an area of specialty(sure he's a gunrunner, but can get ahold of all the fancy ammos) and a vice.(drinking, smoking, gambling, illegal porn, married but has a mistress..). Not a full size character sheet, but just enough at-a-glance info you can play off of it. This is two-fold. It helps your gm make the world interesting, and also takes a load off of him...and if a GM has to make stuff up because you didn't, they might get -creative-.
GM Tip 4: Situational bonuses are very important in keeping things fresh. Don't forget them. You don't need to memorize the list, but glancing at the Visibility Modifiers or Social Modifiers table(i think the gm screen has this too) is a good thing to do.
If you're going to do a GM(n)PC, I would suggest a sort of 'support from home base' approach, with someone on the other line, easily reachable for support, data searches, go out and offer bribes or run interference if you're across town. Someone there that can offer second opinions, a moral compass, but isn't there to steal the show. Like the typical samurai-decker archetype, cop-partner, martin blank and his secretary type deal. It may also have a side effect of adding rp moments(fun!) without getting dice twice the dice in the way of the flow of the game.