One or two people have already linked to
Dumpshock. That site, and its many resources, is very much like the ENWorld of Shadowrun. Keep it linked, and stop on in whenever you have questions...
I can't say much more than what has already been said. Shadowrun is, in my opinion, an amazing system. It is easily my favorite. The magic system is very good. Mage may be my favorite, but the system in Shadowrun makes more sense for the feel of the game.
As others have stated... Previous editions have had issues. Spellcasters were to strong, shotguns owned everything, dice pools were often more important than actual skill, and so forth... The newest edition of the rules clears up much of this, and has made it a well rounded game.
If you do intend to buy it, I do have one bit of advice. Take it slow! Start with just the core book. Leave decking and rigging out at first (restricted to NPCs) and ask magic users to limit astral interaction. Use this time to get familiar with the base game mechanics.
After you've gotten the basics under your belt, go ahead and add in the stuff you were holding back. Do so slowly... Decking and astral travel are new layers for the game, and (although it takes skill) a good Game Master can run them simultaneously with other actions without any need for dumbed down rules. The key here is "Overwatch". Runs should rarely focus on what happens in the matrix or the astral. What goes on in these places should be supporting what is going on in the real world...
Once you have the core book running... add in expansion books, or pieces of expansion books, as you desire or our campaign dictates.
I've just come off a 3 year campaign, and it was one of the most enjoyable I've ever run. I'm going to take a break and run some D&D now... but everyone knows I'll be headed back to Shadowrun once I've wrested up a bit.
