The Table of Contents entries for the Game Master's Advice chapter brought a smile to my face.
I'm not a new GM by any means, but I've seen my share of new players attempt to GM after a few runs. It often feels like an awkward puberty, even if they are seasoned GMs in other games. Running a SR game is Hard compared to many other "mainstream" RPGs. And here are 40 pages full of helpful GM entries that look to cover all the parts of what makes a classic run.
Sometimes, Shadowrun has felt like it was only focused on the die-hard fans.
Thanks guys.
PS: 4th edition gave 4 pages to GMs about how to run a game. Ouch.