The nature of Technoir is that I don't know what's going to be in it until we get together to make characters. My personal GMing style is influenced by a strong improvisational performance background. I'm used to making strong decisions, extrapolating circumstances, and spinning story threads quickly and under pressure. I prefer to see where the players want to go with things. What you end up choosing as important will help spin up the conspiracy at the heart of a TN game. One of my favorite games of Technoir I've run was at Fear the Con where the players chose a song for me, I listened to it for inspiration, and then chose a game from the ones I'd brought. (I have a thread on Feat The Boot's forums where I listen to a song and give a campaign starter.) I'm very player-centric in the thrust of a game because I like to be surprised, too.