QUOTE (Brainpiercing7.62mm @ Mar 5 2012, 10:07 AM)

I would also take care to be fairly generous with karma, and also allow a lot of different money-making schemes to work in addition to running.
A problem we ran into in my long-running game was with extra karma handouts. From jokes, from spotting references, to getting the plot and doing epic things - over a year, it adds up, and I'm pretty sure I was near the top.
I had enough to throw away 20 or so on a Plot Event that needed payment in something
more than nuyen, and also burn an edge to save the team, and STILL buy all the stuff I needed to stay current - not excel or min-max or shoot for the top, but I easily could have if i wasn't self moderating.
And this problem happens when you hand out lots of karma. People will horde it up to buy big-ticket things that may change game balance(particularly if karma->cash exists), instead of doing a more moderate, measured scale up - which seems to be what you want.
What I would suggest is handing out flat skill ups or discounts on buying specific things.
Things along the lines of 'You've been hanging out with rich fratboys for most of last month on a long con, mostly on football days, so you've picked up the knowledge skill for that at 1' isn't that much of a gamebreaker.
But when it comes to raising your Special attributes, learning spells, or other more sensitive things like Active skills, handing out freebies isn't the best approach.
As the newbie runner start to develop contacts and mentors that can teach them(for the right price) to be better, you're probably going to want to encourage your players to reach out and role play those experiences, and there's nothing that really supports the system.
One way to do it is to hand out specialized karma that can only be used for certain things. "Your gym membership over the last month has earned you three karma that you can use to buy anything you can reasonably learn there". for example. Ditto for hanging out with a hacker boyfriend, or developing a deeper connection with your mentor spirit, or even designing your own spells from scratch - all worthy endeavors. Another good example might be the Sensei quality(it might be an Advanced Lifestyle thing too), or maybe learning a martial art from scratch.
The other possibility is to use the same reasoning but give a karma discount of a point or two when a player wants to indulge in learning something from a contact. Instead of getting color-coded karma, which is a hastle in bookkeeping, the option is there for when you want to buy it if you decide to go in that direction.
The benefit for this approach is that your players gets to improve and feels rewarded for their effort, without throwing gobs of karma at them. They will gradually grow to fill their roles instead of pooling karma to advance in big leaps at a time when critical amounts are hit.