Something I've had success with is starting with a simple rule info dump, an exposition on "how your last GMs Turn went", and a mini Players Turn. I give each of them two checks, each of them one condition, and let them go. Once they've spent their checks, we go into a GMs turn proper, and play through a mission as standard. I like to have "The Grain Peddler" as my exposition, and then follow on with infiltrating the secret army, mostly because I love how people play Saxon and Friends.
Oh, and did I say Range and Cover murders people for breakfast? Range and Cover murders people for breakfast.