For my Force and Destiny game, my players wanted to be Inquisitors. They didn't really want to be bad guys, per se, they just didn't want to feel like they couldn't become Dark Side characters either.
I had the idea for an Inquisitors game for a while, so I plugged their desire into my concept, and sent them to Wild Space to investigate the Blazing Chain, a group of Force sensitive pirates first mentioned in the WOTC Saga products, if I remember correctly.
I'm not an overly sandbox kind of GM. That isn't to say I like to railroad players, but I usually have a forward moving narrative that gives the PCs a few options for how to resolve the current situation, while listening to what they want to do in between sessions and working that into the narrative as things progress.
For this game, with them having some degree of authority, I wanted to leave things a bit more wide open. I did create some "action tracks" (as first introduced in the adventure Onslaught at Arda I--similar to clocks in Apocalypse World games) to spring some surprises on them if they didn't stumble across the issues behind those action tracks in time.
The first two session progressed relatively well, but the third session kept stalling out, without much momentum. It took me a while to ponder what happened, but I'm pretty sure I've got at least a little bit of a handle on it now.
In the past when I've tried to run more wide open games, without really thinking about it, I tended to have an encounter just waiting to go off if things ground to a halt.
For some reason, I didn't have that ready to go for this session. My brain just blanked, and I kept telling myself things would happen if they went to X or Y, but didn't prepare for anything to happen if they just stayed and deliberated a bit where they were at.
Chandler's Law can be applied pretty literally to a Star Wars RPG session. It's hard not to be able to find someone in the galaxy willing to kick in the door and start shooting a blaster.
Upon thinking about it, I even have the proper NPC in existence in my notes to have been a catalyst for this, and yet it didn't dawn on me at the time.
I think the biggest issue in applying Chandler's Law is being able to read when the game goes from the PCs just needed to have some time to sort out what they know and what their options are, and when they start going in circles without moving forward. I think it's a safe bet to say when the exact same facts get summarized again, or the same options brought up for discussion, things have slowed enough for the guy with the gun to break in the door.
Adding More Clock to the Action Tracks
While action tracks are like clocks in the Apocalypse World games, as presented in the adventure where they are introduced, it's literally a countdown to when an event will happen, and each section of the countdown is marked off when one of the triggering factors happens.
I was excited to have about four different clocks going at once, all ready to start going off and causing all sorts of surprise action from various points in the campaign, but by the third session, I started feeling like I was just doing a perfunctory check box exercise whenever a triggering event happened.
Then I realized that action tracks could really use a mechanism much more like the clocks or fronts in the Apocalypse World games. Instead of just marking off the next box, I went through and named the events associated with each box that was being checked off.
Doing this caused me to change the length of some of the clocks, and having an event associated with each of the clocks gives me a better idea if the PCs would have any chance to catch some kind of warning that something is progressing, other than just seeing the GM check off a box.
Giving them some foreshadowing of the events unfolding should help to make it feel less like the event is a "random encounter" and more like something that was advancing based on the PCs actions, and might have happened faster, slower, or not at all depending on how they reacted to not only the mysteries of the campaign, but the ongoing clues being floated.