I've read some of the questions and answers on paranoia here, but I seem to be missing some kind of key element to play. I ran Robot IMANA-665-C and I didn't seem to be able to get the players to start turning on each other and begin the betrayals.
I could swear I was doing everything right: I gave out Perversity Points. I had characters that were spying on others, and characters with treasonous mutant powers, and characters with conflicting secret societies. And yet, we seemed to have completed the mission with everyone getting a reward at the end and no one dying. So, really my question boils down to:
As a GM, how do I promote players to take violent / betraying actions?
I seem to have missed the boat, and I feel like I am doing a dis-service to my players by not having more manipulation. As a note: My group is brand new to Paranoia and I am brand new to GMing it.