Encourage the players to utilize the Destiny Pool. It's a resource, not a Nova thing. i.e. the game is a lot better when the tokens are flipped often during a session rather than everyone saving up until "The Big Encounter" to try to use them.
Don't let things get too bogged down trying to figure out with a few extra points of Threat or Advantage. Strain & bonus to your next action are your friends here (unless your players really grok it quickly and make tons of awesome suggestions; but that can sometimes take practice).
If you give any suggestions to the players during character creation, warn them not to delve too deeply into the talent trees at first. They can eat up points they should be putting into attributes/skills at the beginning. It's an easy trap to fall into and you can gimp your characters that way. Also, depending on the type of adventure, they'll want to have a decent spread of skills (slicing, piloting, interpersonal skills, skullduggery, etc.). Notice combat isn't on that list. Combat can be important, but if you have a group of combat monsters, they're going to fail hard when it comes to non-combat challenges. ESPECIALLY if you're running FFG's adventures. We played through both Beyond the Rim (TPK) and The Jewel of Yavin and it became obvious to us very quickly that it's ridiculously easy to gimp your party by treating it like D&D. The non combat skills are very important.
Don't be afraid to throw in blue and black dies to the dice pool for environment factors. That crowded plaza has a lot of by-standers that can get in the way of a clear shot (that might even be worth throwing in an extra purple die). If they're in the spaceport, maybe a stray blaster shot nicked a coolant line and clouds of toxic coolant are flooding the area, reducing visibility.
It's an extremely flexible system and combat can go very quickly once your players get the hang of the dice (it took us about 1 session).