>>419867
> Whats the best way to prep for storytelling in such a game?
1. Have a rough idea who the campaigns' big movers and shakers are. Base them on real people you know so you can instinctively guess what they would do when they plans go astray, even those you did not imagine would.
2. Create generic material you can use on the spot. Ships, Warriors, maybe even puzzles if you have a group that might appreciate them.
3. Pick elements from your player characters' background, and use them creatively. The most obscure elements make sometimes for the strongest link. Let's say that a character mentioned an element of his childhood, like a school. If the Empire captain is recognized as a childhood acquaintance (share the same planet, region, city and school), it changes the dynamic of the rp and involves the character more.
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> Any dos and donts as a GM?
<< Have a character dedicated to something that has to be done separately.
E.G.: Pilot / Spacer. Either give some of that shit for free so everyone can enjoy. But this also applies to Shadowrun Decking and similar stuff. Warning! Some groups stipulates that, since Jedi are able to do what most non-jedi can do anyway and have different agendas, that Jedis / Non-Jedis should not be mixed. While I do not use such a rule, I understand.
<< Prepare too much very specific stuff.
When you prepare something awesome, you kinda wanna use it, which might end you pushing for circumstances where that thing will happen, thus ruining it. Produce generic stuff easily flavored in.
>> Give players agency.
A featureless plain is boring, confusing, frustrating because you don't know where to go. A railroad is the same because choices don't matter or matter too little. A road system with clear paths and the possibility to go off-roads is best.
>> Some systems fits some genres better than other.
If you're going ANYWHERE close to the movies, I strongly recommend Star Wars: Edge of the Empire. If you want a KOTOR feel SPECIFICALLY, try Star Wars Saga w/ Starships of the Galaxy, Knights of the old Republic Campaign (duh), Scum and Villainy, and this PDF.
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> Additionally, what are some good rules of thumb for keeping things loose and not being a slave to canon when working with established universes?
Game must be in a little known time period (relatively speaking), e.g.: Mandalorian Wars.