GM Fate Points

Fates Points are the currency of any Fate System Game, and the lifeblood by which it lives. You have to strike a proper balance of not having too few so that they lose value, but also not having so many that their cost is meaningless. Characters should always feel some sting when they have to shell out a Fate Point.

NPC Fate Points
I am an advocate of NPCs having their Aspects be invoked throughout stories to supplement what Refresh Points they happen to have. At the beginning of a scene with an NPC, I give them 1 Fate Point per Aspect that has been involved in their role in the story to this point. This in turn lets them have some of their background and personality come into play even if they may not get invoked of compelled throughout the scene.

I also think it makes sense to give anyone mentioned in the job an extra Fate Point, and targets of jobs one more on top of that.

Story Fate Points
However, NPCs simply do not get enough screen-time in this fashion alone to make them able to keep up with the pool of Fate Points the players will have been able to bank. As such, I feel like the story itself needs to have its own Fate Points which are available to the GM to use on any Aspects throughout the story to keep the NPCs making headway. I advocate tying this GM Fate Point Pool to the size of the adventure you are planning:

However, Shadowrunners will also often get involved in jobs because it appeals to their nature and specialties: jobs are still considered on the level if they pay 2 Coin less per Character Aspect compelled.

Importance of Fate Point Balance
Especially at higher levels, it really is Fate Points that make the difference between life and death for characters. Attacks are often so lethal that the cost of failing to hit or defend on a single attack can lead to the line between victory and defeat. If the GM doesn't have a limit on the number of Fate Points they have, then the value of Fate Points is destroyed -- players never have enough, and it is just a question of how many aspects alone the GM has to fight a player with.

With this in mind, I have come to the conclusion that the most meaningful measure of the adventure's difficulty is the number of Fate Points the GM is allowed to spend on their NPCs in the course of the story.

Each GM probably needs to find their own balance on how many Fate Points; what I have here is just my guideline that I am capturing for my own satisfaction and iteration on the craft of being a Fate RPG GM.