The ghost match I like to use is has a few variations:
1) If you scratch on the break, you lose the game.
2) if you make a ball on the break and run out without taking ball-in-hand, that counts as 2 games for you.
3) If you pocket the 9 ball early, you still have to complete the runout.
This is similar to my version. Interesting. Differences are that in my version: scratch on the break is both a loss of game and 2 points for the ghost. There is no option when you make a ball on the break to take ball in hand. If one is stuck behind balls or there is a cluster, its time to kick and kick well, or jump and jump well, and in rare instances its time to kick and try to get lucky. In my version, a pocketed 9 gets spotted. No early nines. A spotted 9 from making it early can not create a cluster on its own right. It would get spotted below a ball that is already on or near the spot, at the first reasonable location below a ball or balls already on or near the spot where the 9 has at least one pocket to go in with a reasonable difficulty or less shot. Thus, an early 9 does not cause undue difficulty for a given break and run or runout. It is neutral to the runout.
My version forces me to try to get a good break, make at least one ball, get a good spread, and get a shot on the second ball by leaving the cue ball after the break shot in a high percentage position to get a shot at the next ball.