On The Run, isn't a bad run, but it isn't perfect by a long shot.
You're sent after an archaic media-chip, however, your most important asset is your hacker/technomancer here. It takes some serious rewiring if your group doesn't have one.
Sadly, most of the meat and potatoes of the run is in the side quests, since you can actually finish the main one quickly, and with vary little bloodshed, however, it just wouldn't do to not have a little bit of temptation thrown in there too.
The adventure is really overgrown (almost) with GM advice. You can almost be bogged down by it. It does take a bit of prep time, because it's long, and since you don't know if your adventurers will pursue half the adventure it leaves you with a quandry.
Now, this isn't to say the adventure isn't fun, it's just more than half is optional, and railroading isn't much fun. It could be worse, really, but it also could be better. Maybe I just don't know what I'm talking about but,I would suggest help, if you're a newb like me. I would however recommend it, because of the Advice, a sticking point, but useful at the same time. It's not a bad run, plenty of advice, what the heck, it's worth a shot!