Common mistakes? Okay...
There are so many different kinds of tokens and cards that you should pay careful attention to the Component Overview at the start of the book, and use the proper names of each component. If people use vague names they could draw the wrong thing by mistake. Formally introduce to your players each type of counter and its function in the game.
You should also formally introduce each player's Detective, what their current Plot Card is, and special cards. You may not necessarily have to read out loud the flavor text on every Twilight Card (maybe just their effects will do), but it is helpful to read out loud each Detective back-story, who their NPCs are and how they are involved in the Detective's life, and it is essential to read out the Plot Cards. Players have to keep straight all their special abilities and limitations on the Plot Cards and Special Cards, and they are face-up, public to all. Opponents should try to keep it straight too because it is so much fun to mess with another Detective's life. Feel free to ask to read any of another player's face-up cards. There will be a lot of game time when you are NOT playing; people may tend to lose interest, but on another player's turn you can:
- study your Plot Cards and Special Cards, and the Tip Sheet,
- study an opponent's Plot Cards and Special Cards in play (ask them to pass over the special card and the current Plot Card), and
- be alert for opportunities to play Dark Cards or use abilities to mess other players up, pouncing at just the right time. Players must announce each move they are doing, giving a chance for an opponent to break in. But don't blame the opponent; Dark Cards are bad events tailored to each character, but events are NOT actually caused by another Detective, they are just a set of unfortunate incidents.
Prepare your players for the fact this is NOT a game of Clue with a definite murderer. The murder is abstract and (like in cyberpunk fiction!) guilt or innocence is ambiguous and unclear. Maybe the Detectives have a cynical view; it matters little to them who is really guilty, it matters that they look good to their superiors in building a big set of evidence to favor their personal Hunches. In the course of things they are also exposing evidence of a Conspiracy, but again the corporations are powerful and facts are nebulous as to why exactly they wanted the murder victim dead. That kind of evidence gives them brownie points and a pat on the head from the NAPD, but depending who's in on the Conspiracy the Detectives efforts might be buried anyway. And at night they go home and worry about their personal life too; that also gets them "points". A great example was the TV series ALIEN NATION, which was a balanced blend of buddy-cop detective action and intriguing home life.
The game track tells you to draw certain cards at the end-of-day phase. Always move the day marker off that day at the end-of-day phase, on to the next day, to reveal what you should do (after the first day: nothing; after the second day, draw a general event card, etc.). The single Murder-Specific Card should be drawn at the BEGINNING of the first day of the second week, not at the end. That's a rules revision from the FFG FAQ 1.0 for ANDROID. Also the last two days are the Climax; Leads are not booted around to another part of the board but totally removed from play once they are Followed.
It is also important to make up a big chart on chart-paper, viewable by all, with rectangles representing the Suspect cards and 3 rectangles in each card representing the 3 kinds of Evidence on each card. Each player places Evidence Tokens face-down and should do so in a regular grid-pattern. Some cards and detective abilities may reveal them. So, during the game, draw little rectangles representing the Evidence Tokens in the layout they were placed, and note which player (detective) put them down. If the Evidence Tokens get revealed, you develop an understanding of which Suspects the other players are trying to make more guilty or innocent. This is a vital clue, and you can consider blocking the other players' efforts by laying down your own contrary Evidence, or setting up Hit Tokens on that Suspect (3 Hit Tokens means a dead suspect, who is neither guilty nor innocent at the end of the game, just dead).
If you land on the same space as Lily Lockwell, she will waste your time for 1 Time, but this will allow you to turn up one Evidence Token face-up (for all to see). Landing on the same space as Jimmy the Snitch and spending 1 Time allows you to look at any one other player's hand of cards, OR peek at all the facedown evidence on one Suspect Sheet (do NOT show these to another player). Then these characters must be moved to a location of the same type in a different district, but Lily Lockwell can NEVER share the same space with Jimmy the Snitch.
Also remember that a player may only use a Major Location's ability once per turn. Be clear on what these abilities are by looking at the explanations on pp. 46-47. Moving around and landing on a location again in the same turn doesn't let you use the ability again!
Also remember that your NPCs may be killed or events may remove them. An NPC doesn't have to be alive for flavor text concerning them, but favors can't be collected from a dead or removed NPC.
At the end of the game, in the point-count, remember that the Evidence Tokens from 3 different kinds of Leads (Testimony, Physical or Document) have different strengths on different Suspects. In the Strong Evidence square, remove the Evidence Tokens with the lowest numerical value (most of the time that's a negative number). Likewise in the Weak Evidence square, remove the Evidence Tokens with the highest numerical value. You don't remove just one token from Strong Evidence or Weak Evidence, but ALL tokens of that numerical value.