
Well, it's traditional that they become insane before they die - or the other way around...

Well, it's traditional that they die because they got hoodwinked(?) by their employers who inevitably introduce themselves as 'Mr. Johnson'...
Wait, I thought the latter was only Shadowrun? Its important to get screwed by your Johnson. And typically twice - you get an initial run, then a follow-up, and then the Johnson will lead you in a trap/ambush
Depending on player experience, any of the following things can happen
- you die in the trap
- You kill all your enemies and then hunt down the Johnson
- The trap was expected from the start and the players totally overpower the enemies and take Johnson hostage. Or just kill them.
The betrayer-Johnson is a little to common, unfortunately. But it might not be the real focus of the game, so maybe it's closer to:
1) Get hired, Infiltrate hostile area, stealth to content, burst into violence, take asset or spectacularly fail* taking it, report back to hirer.
2) Or even shorter: Stealth to Contact
My biggest problem with Shadowrun as a DM was to create a little more compelling storylines to motivate "Stealth to Contact". It's somehow easier with D&D, even if "Kill monsters and take their stuff" is pretty simplistic.
*Specular failing can actually happen at any point. Inter-party conflicts, unreasonable cybermanic/psychopathic behavior, or a DM not accomandating the reasonable (cybermaniac) behavior can all lead to failures at any point, including mission acquisition: "What, I get directly called by Mr.Johnson? I pack my guns and move to my Fixer to kill him - he is not supposed to give out this kind of information! That's basically attempted murder!" Ah... Shadowrun. Sometimes, I really miss it.