Aww, now I feel old... my first thought was of the movie "The Great Race". (More brandy! More brandy!) I absolutely love the idea, although I probably wouldn't do it Star Wars, just generic space.
I especially like the idea of planet-hopping, with the PCs having to be win the coordinates to the next planet, one way or another. I could see this lending itself to a really episodic, fast-paced game. I'd probably divide it up into two 'phases'; the 'travel' phase (which I'd try to handle in the first fifteen minutes of each session as narrative), and the 'planet' phase, the actual game.
I'd set up my starting teams beforehand. Then during the travel phase (before the game), I'd use a percentile dice and a d20 to add or subtract X number of hours from that team's transit time. Actions on planet, say, stopping to help out that princess in distress or winning a faster engine in a gambling game or helping someone with a map to a shortcut, would also adjust the travel time. Maybe do another roll to see if any mishaps happen enroute.
The only drawback to this is that a few really unlucky rolls will put the PCs out of the running. I'd have a fallback plan in that case... if they're really unlucky and completely out, just once, there's an imperial blockade or something in the way that holds everyone up for two days.
For the 'planet' phase, I'd crib from TV/the movies, and try to always start off with a teaser or in media res. A set number of sessions per planet (I usually run two sessions as an 'episode', myself), and then it's off into space and a transit phase. And of course, you have to do at least one episode in transit (like that Firefly episode where the ship engines burned out) for a change of pace!
Oh, and if it's a media spectacle, don't forget to assign the team a reporter. Preferably nosy, female, hot, and a spy.