Quoted from fotoboy:cactusjack checked the run out with MM (no aligators at the moment) that switch closed fine.
Sorry but you can't really trust a reading from a DVM when it comes to passing current through a set of contact points. You can, however, short across the two blades with a small flat head screw driver. FYI, you can also use your DVM as a jumper if you have a 10AMP Amperage setting. This normally requires you moving the red lead to a different hole and changing the dial position. But Caution! You risk blowing the internal fuse (usually 10 amps) inside the meter if you hit something that draws more than 10 amps. Those fuses can be very costly (and hard to find) if you are using something like a Fluke. Cheap meters may not even have a fuse inside, just something that will fuse open if feed too much amperage.
You have to assume that either one of those two sets of points shown above (Run out and A relay) are not making good contact, or you have a bad wire connection somewhere in between (or poor solder joint - that is why others might have stated elsewhere to tug on each wire connection in question). This is why an alligator clip jumper is about the best troubleshooting tool when working on an EM. It allows you to completely bypass an item or items in question. Normally, we would go from the connection shown to the right of the coil all the way over to the line to the right of the Motor 1A switch. But we don't need to go that extreme. We know the coil moves when you hit the 10 point relay (that's the other branch shown above the A contact). We know the other score reels reset (That proves the function of the Motor 1A switch which generates 5 pulses per motor cycle to all score reels.). So, we are left with the three interconnecting wires and two contacts in between those two extremes.
As to not scoring: Keep in mind, the entire playfield will be dead UNTIL the ball count unit gets off of its zero position. It is reset to zero as part of the reset sequence. But it is advanced to Ball 1 when a ball is kicked from the outhole and runs over the runway switch located in the track under the score card holder (just before it goes to the ball shooter). Normally, you can poke your finger in from the right and push the wireform down to advance balls. Once it goes to anything higher than 0, there is a set of points on the Ball count unit which applies power to the coils on the playfield and allows things to score points.
So, not to beat a dead horse but: If you set all the score reels on zero, and then manually push in the S (Start) relay, what does the game do with a ball sitting in the outhole?