There are two systems for interface zero. Savage Worlds and True20. In order to provide an answer that fits both concepts, I shall be vague on mechanical details.
The genre of Interface Zero is summarized thus:
What is Interface-Zero?
Interface-Zero is the True20 cyberpunk game from Reality Deviant Publications, combining elements of classic cyberpunk, post-cyberpunk, bio-punk and a touch of Japanese anime.
The world of 2088 is filled with adventure from the formerly-United States of North America, to the state run business arcologies of the New Chinese Mandarinate, from the Deep Net, to deep space and beyond.
The first commandment when running a game that you and your players are unfamiliar with is: Simplicity, simplicity, simplicity. Blatantly steal a plot from a novel. Looking at the TAP, my first thought is to steal the plot of Vernor Vinge's Rainbows End. It's trivial to adapt that world into cyberpunk, and offers a refreshing take on augmented reality separate from the one that the more traditional books (Shadowrun, for example) offer.
Don't start with a campaign. Start with a series of 1-2 session games designed to familiarize everyone with the rules and the settings. Run a game with the TAP, run a game with Corporate Espionage, run a game in the Sprawl. Encourage your characters to make throw away characters for each of these.
Once you've calibrated the groups' expectations and formed either an implicit or explicit social contract, sit down with your players and ask /them/ what they want their game to be about. If you've run vivid (yet simple) games, there will be aspects that have "hooked" them. If they want to be part of an organization, let them forge the history of the organization through a game of Microscope. Especially with cyberpunk (with its many options for "naah, we don't want to do that", you are at your players' mercy, and that's the best way to have it.
Edit
Rough Campaign Map
The Curious Case of Edwin Rashomon
Roughly modeled after Rashomon, it's a great way to have the players explore a scenario with different characters (across multiple games) but a consistent theme. Watch the movie first.
Act 1: The court case, an exploration of a TAP enabled crime scene.
This first game, players will be corporate types, hackers, tagging crime scene for a criminal case. They will chat with the various investigating officers, and play with the TAP rules to create a scene for the court. You'll want a hacker, an icon, and a technician at least, and play them off the competing lawyers.
Act 2: The Husband's tale
The bodyguards and troubleshooters of the husband. They'll explore corporate politics and some troubleshooting. End the act with the encounter with the bandits.
Act 3: The Bandit's tale
Gritty gangland. A gang, taking the role of the bandit, doing shady work with their own views on what really happened. End the act with the encounter with the husband and wife. Make sure that the players can play the encounter out the way they want to, identical results are not very interesting.
Act 4: The Wife's tale, reconstructed
TAP and hacking. Get a visual reconstruction of the event from the wife's implant and associated devices. Lots of hacking, some palm-greasing. End the encounter with explorations from different feeds, presenting the wife's view.
Act 5: The court case. Let each player take a different side and have them argue it out.
This is designed so that you can show the players many different and vital aspects of the setting around some consistent narrative, but it may be a bit ambitious.
I would recommend using the Monster Vault maths, found summarized on Blog of Holding; or, Monster Maker is a handy app that helps create monster cards, and will work out the maths if desired.
Set out which roles you wish the monsters to take - from the sounds of things it seems like you'll have a mix of Lurkers and Skirmishers, with Soldiers and Brutes making up the majority of the rest. Adding some of the other roles (artillery and controller) will help build variety.
Essentially you will be making sets of 'monsters' to form into encounters. From memory approximately the same number of same-level enemies makes a relatively balanced encounter, depending on the level of optimization and experience of the players. Mix and match some monster types, replacing 1 monster with 4 minions of the same level, and nudge up or down to taste.
For example, for 5 level 1 PCs you could then have 2 'Tough Monks' (level 1 Soldiers), 2 Ninja (level 1 Lurker), 4 mook monks (level 1 skirmisher minions) and 4 ninja mooks (4 level 1 artillery minions).
The DMG 2 has a section on making monster 'themes' - in essence by putting together sets of additional abilities that are thematically linked - such as the Goblins' ability to shift. For instance, you could add an ability to the Monks that acts in a manner similar to the Monk PCs flurry of blows - maybe on a successful attack they deal a small amount of damage to an additional adjacent enemy, maybe 2 damage for a level 1 monster.
One of the easiest tricks for 4e is to simply 'reskin' a monster - presenting for example, a goblin or a kobold as a ninja is just a question of description. Find a monster which has the relevant ability (such as shifting on a miss, those pesky goblins!) and you're good to go.
Generally a 4e encounter is much better with some environmental factors, so I'd recommend adding in some interesting terrain features or traps to spice things up a little. Broadly speaking, avoid adding in higher level Soldiers or Brutes too much, because they can become hard to hit leading encounters to bog down. Lots of minions is useful in making an encounter feel exciting and allowing the PCs to feel capable heroes - it all comes down to description when using minions - you can make the heroes feel awesome or like they wasted their attack depending on how you invoke their sense of adventure.
The monks could have the ability to spread some splash damage as a flurry of blows, the ninja should be tricky to pin down, maybe with a teleport style ability or a jump. They could climb walls with normal movement for a more HK film feel. The tattoos sound like a great idea, possibly you could borrow from Legend of the 5 Rings and each style of tattoo grants an ability - so the monks with flame or dragon tattoos can breath fire. Monsters that spawn other monsters are fairly tough - the Wraith in 4e does something similar I think. Make sure that whatever comes afterwards can't spawn more monsters - maybe it generates a minion when killed that lacks the respawn ability. Alternatively, you could describe them as crumbling and rising once they hit Bloodied, with some new abilities?
Best Answer
Erik's answer is a great general solution to your problem, but there are a couple of specific tactics you can use here as well.
Put Your Eggs in More Baskets
Right now, you're relying on a single skill or small group of skills in order to give your players information about the game world. This is naturally going to lead to situations where nobody has the skill you need, plus it makes story progression hinge on the outcome of a roll, which is very risky.
Instead of making everything a capital-K Knowledge roll, allow your PCs to use the skills they do have as knowledge skills. A fighter should be able to roll Athletics in order to assess someone's physical fitness. A rogue with Sleight of Hand might be familiar with a number of local pickpockets. This emphasizes each character's specialties, and encourages them to gather information creatively using a variety of methods. Skill descriptions are often left open-ended for precisely this reason.
Give Away Information
Like I said before, having the progression of your story hinge on a die roll is risky business. What happens if the die roll fails? Does the plot just stall? If the answer is yes, there probably shouldn't be a die roll. Instead, find a way to justify giving the information to the players based on their competencies and backstories. So, in your example:
Giving players "automatic successes" like this not only helps move the story quickly past less dramatic moments, it also rewards characters for having a backstory, and makes them feel more competent and embedded in the world.
Overall
Look at non-knowledge skills as representing non-book-learning types of knowledge, and use those skills as hooks for dishing out free adventure hooks.