Blowback has some very cool aspects. I particularly like the way each player plays one Civilian and one professional. Particularly if you make pregens, like for a con or meetup, you can build in wonderfully dynamic and vexed interrelationships.
If you do get
Blowback, let me pass on a thing I found out the hard way:
Blowback is not
Leverage RPG.
By which I mean, you can design a "static" situation in Leverage that plays perfectly well - one where the Mark can just sit back and react because the Mark already has what he wants. (Male pronoun used on purpose: almost every Mark on the show has been male.) This works in the game, which is great because it works in the show.
Based on my limited experience, a Blowback adventure designed like this tends to crash and burn. The opposition needs its own active agenda - some thing that it wants but does not yet have. Otherwise, when you get out of the Investigation phase and into Operations, the whole souffle kind of deflates.
Don't leave yourself with a deflated souffle like I did! Don't put a Leverage-style Mark in a Blowback adventure!

Jim