We've played a few sessions of the Savage SciFi game, and I've been out of town for a couple weeks, but things are looking good now...
I have been more than pleased with everyone's ability to dive in to world creation. My goal at first was to create a small scenario and let the players work their way through it, and then call it quits. The problem with that? They ate it up. Every bit of lore I was creating (on the fly, by the way, *gulp*) the players devoured and asked for more.
Within the first session they were taking the lore I had given them and using it to try and figure out what was going on "behind the curtain." I love this kind of game!
The key, I think, has been to minimize pressure on myself as a GM. I'm relying on what I think is my best skill: improvisation. It was a bit rough at first, but by the second session I had a list of random-ish names, locations, ships, etc (no stats, of course) that I could draw on at a moment's notice if needed.
My players have been integral in the whole process, too. At the character creation session I asked them, based on the one-page world background I wrote, what they wanted to do and where they wanted to fit into the world. Each player contributed something monumental and integral to the world and its history, whether they realized it or not. This allowed me to build their characters into the scenario nicely.
Now, they have navigated their way beyond my initial idea, and I'm trying to do some by-post roleplay on G+ to see how they fill their in game down time and to see what leads and hooks they will chase down.
I'm not sure how many more sessions we will play, but I'm eager to keep these players around, and they may (if willing) turn into "my" group for the next game or games.
And yes, to my players, I have a nice way to wrap up the whole thing. I think you'll love and hate it. Mwa ha ha ha ha. Etc.