All the most important parts of Shadowrun involve selling your soul, whether it's Drugs, Essence, Spirit Pacts, or Plain Old Corporations, it should be easy.
So Drugs should all have:
A Health Obstacle, an Effect, and a Crash, depending on the drug itself.
Long Haul: Ob 5 Effect: Don't sleep for 4 days Crash: sleep for a number of days equal to the margain of failure on the health test (you can wake for short periods to eat and drink, but you crash immediately afterward)
Cram: Ob 7 Effect: +1 Speed and Speed rooted tests, and +1D to Reflexes (as per Adept reflexes), Crash: take a wound equal to your margain of failure on the health test.
Jazz: Ob 5 +1 Speed and Speed rooted tests, and +1D to Reflexes (as per Adept reflexes), Crash: tax Speed and Per by the margain of failure on the Health test.