I always start with a persuasive, high Heart founder, with some criminal skills. My first act is always to steal a car, because I like having a proper getaway vehicle.
Next, it's off to the Crackhouses, to attempt to "recruit" (i.e. con money out of) everyone in the building. Both to build up absurd levels of Persuasion and make money, obviously. I'll usually recruit the four or so most promising Gang Members, and occasionally a Transient or other bugger with some special skill. Superhumanly stat-ed Mutants in Nightmare Mode joined this list. Then I send the new squad back to the Crackhouses to beat up on Conservative Teenagers for big juice.
Usually, I'll leave a couple of the Gangers attached to the founder as bodyguards, while a couple other people who show the aptitude for it will be trained up as Lieutenants, Persuading and recruiting their own Gangers. A few extraneous people with special skills will join the group, and so after a month or two I'll have a solid cadre of mostly hardcore fighters, altogether about a dozen people.
After that, the real work begins. I used to get a little group of programmers to earn money and spread the good word online, but I haven't gotten far enough in Nightmare Mode for liberal programmers to appear anywhere. More to the point, this is when the midlevel strikes start in earnest - smashing factories and brainwashing corporate managers. From then on I just have to play it by ear.
I originally started using this strategy of bludgeoning my way to stat-gains and social change because I think it works well in a gaming sense. But I've come to appreciate it's character as well - all that 'beating people up in Crackhouses' business gives my version of the revolution a dirty, Fight Club, up-from-the-gutter feel that I think suits the Liberal Crime Squad quite well.