The way I'd incorporate that with 3e's changed cosmology and cosmologies:
Each "game world" (FR's Toril, GreyHawk's Oerth and so on), has its own Material Plane, to which its own outer planes is connected, and is its own Planet, encased by a Crystal Sphere (which probably keeps the air in)
GH has the usual Great Wheel, the FR have their new-fangled cosmology with their Tree of Life and River of Blood (and, if I remember correctly, other cosmologies for the other continents), and so on.
Now, if you want to move from one Material Plane to another (say, you're a mage from Waterdeep and want to go ask Mordenkainen a question about one of his hand spells, and what his fixation with hands is all about, anyway), you can't just use teleport to go there, since it involves planar travel. It's likely that not even Gate works across cosmologies.
You do have a couple of options:
The Deep Shadow: Usually, the Plane of shadow is a dark mirror to the prime, but once you go off the border, you enter the Deep Shadow, that really is its own dark realm. This is said to connect different Material Planes, though it is not necessarily a well-travelled path, at least not by Primes who survive the trip, so don't expect to get a roadmap in every little town library.
Sigil: This planar metropolis, which goes by so many names, contains a gate to most every plane, layer, and place, including all those different material planes, and all the planes in the different cosmologies. It probably even contains gates to some places that are supposedly unreachable. This, of course, has its own problems, since the gates aren't marked, and many require a key (either an item, or just adhering to certain rules, like activate it only at midnight or only by a halfling with no arcane ability), so this isn't a straightforward path, either.
Traveling through Wildspace: In addition to the traditional ways of travel between far places, you can also brave the Great Void that connects all the planets. Doing so is far from easy, though, since the Space beyond the Crystal Spheres is Cold and utterly devoid of air to breathe. Also, the distances between planets are incredibly far, and since the Void is featureless beyond the different Planets and Stars in it, you can't depend on your normal skills of navigation. And who knows what other dangers the depths of wildspace contain?
Beyond that, maybe a great planar scholar might be able to device an epic spell that can span cosmologies.