Animation Blueprint Bools

Something like this should do the trick;

Have a state with the idle animation progress to a state with the running animation, using the condition described below (of course, replace them with your own booleans).

That, or you can use a blend (and instead of relying on booleans, rely on input or something), which I reckon will cause way less headaches when you are trying to find a way to determine how to stop running again.