Mezuka
Hero
I barely recall the only Traveller session I played, in 1981. It was great fun but the GM could not follow up with a second session. He fell into the rabbit hole of trying to design a complete futuristic city for us to explore. He kept postponing week after week. We got tired of waiting and played AD&D instead.Traveller is the one system I for sure love doing chargen together. It's also the only system I like random chargen. It can be kind of a beast and take a full session depending on number of players. The first time I ran it, the players just made Travellers simultaneously. It was entirely chaotic with books flying around and a million questions. So, I ask ahead of time that the players take a peak at the careers and think about their character before session 0. I'll also ask that they do stat rolling ahead of time too. This helps dive in and save a little time.
I have also full heartedly given into the Traveller connection rule. When a player hits a life or career events, these are great ways to spontaneously generate connections for the party. I also love that they give me both helpful and rival NPCs to add to my campaign custom built for the Travellers. Not everybody gets into this level of detail but I think its fun going around the circle and experiencing the Traveller coming to life together.