Shadowrun, Specifically
Well, rereading my last post, I didn't give a lot of information as to why I like the idea of running a Shadowrun (other than it is not the behemoth that is 3.5 and has lots of guns), so I thought I'd expand a little bit.
I'm about 60 pages through the rulebook (300 to go) and I remember some of why I thought it was so cool way back when.
First, although I'm a big fan of sandbox games where everyone gets to do what they want, Shadowrun offers that but is also a hugely mission-focused game. The name of the game even reflects that, as a 'Shadowrun' is the name of a job that a group of hackers, riggers, technomaners and others complete, generally for a mysterious somebody. This should help with the directionless syndrome it felt like my last group had gotten into.
Second, (although it feeds into the first point as well), the game has a system of 'contacts' one can take at character creation, as well as acquire throughout one's career. For example, I can have an Arms Dealer contact (to buy guns), a Fixer contact (to get me work), a Hacker contact (to get me information). So, if someone doesn't feel up to a huge roleplaying event to get a mission, they just give their fixer a call and have them set something up.
Third, the setting is fleshed out and fine with me. I usually tried to create my own settings in 3.5 because I never really cared for any that others had created as other than Eberron and Dark Sun they mostly seemed pretty generic. With Shadowrun, at this point I am mostly worried about learning the rules, so it will be nice to give my brain a rest and use the readily available and fairly detailed free campaign.
And finally, (though maybe most importantl) every round is like a dozen fireballs! Yes! Seriously, no more d12's, d20's, d8's or any other such weirdness! It's all standard 6-siders, all the time! Yay!