I am a new relatively new GM (under a year's experience) and have only run/played Pathfinder. For this I have lots of resources: the beginner's box and its GM and player manuals, pawns, play-mat and pre-written adventures to ease into GMing. Paranoia is the second RPG I am trying, so I am comparing these helpful goodies to the brave new world that is a single book.

What should a GM coming from a PF/D&D fantasy background know to run a successful Paranoia game as it being their first time trying any other system?

Note for all citizens: references to official rules/materials will be reported to the computer.

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    \$\begingroup\$ Strongly related to rpg.stackexchange.com/questions/7653/…, currently discussing in chat. \$\endgroup\$
    – StuperUser
    Jun 4 '13 at 10:07
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    \$\begingroup\$ IMHO, Paranoia does a great job of explaining the "mindset" of the game, and how it differs from That Other Roleplaying Game(tm). Paranoia XP even has a great section where it posits how D&D varients would look if they were played like Paranoia - does your book have that? Did you find those explanations clear and helpful? \$\endgroup\$
    – Standback
    Jun 4 '13 at 11:13