>>95939393 (OP)I've run a bunch, it's my autistic preference genre. Things I do:
* Steal the ICA from the Hitman games as an employer. They're an amoral-ish intelligence outfit for hire, they have no national jurisdiction boundaries, they have only unofficial influence on the authorities, they'll do as deep or as shallow shit as needed, and if the players have morals/politics I can give them a handler who matches up to smooth over issues.
* System matters, but I usually want a generic system that gets the fuck out of the way. I've used Unisystem to good effect, as well as Mini Six.
* Unless your players are coocoo for codenames like me, keep shit really simple. Tradecraft should take the form of very focused questions "Is your cover a civilian one, or a fake government one? Are you pretending to be the musicians for the party, or cops?" and you basically have to give benefit of the doubt that the characters do a lot of shit the players don't mention or know about.
* Hackers are still the death of such systems. The only thing I've found that works is to assure them that "stay in the van" hacking doesn't work on anywhere interesting, and that they will have to go on site and do stealth shit. Alexandrian has a good tactical hacking system to steal from.
* You will need a good handle on stealth attacks. I've never found a good rule that works, so basically it's the case that mooks die to takedowns and named characters always jump a bit out of the way (even from shotguns at 0 metres).
Useful games to read:
* Night's Black Agents
* Spycraft 1e (DO NOT run this, but do read it)