I came across this article on the RPGNet Wiki entitled "How to  Run:Star Wars Saga Edition." Hopefully, this will help you; I've cut and pasted the contents here:
How to Run:Star Wars Saga Edition
From RPGnetWiki
In  the main, the contents of this page are drawn from the thread, SWSE -  Any advice for running the game? Any additional sources will be cited in  the text. 
Contents 
1 Creating Characters 
1.1 Destiny 
2 Classes 
2.1 Bahama'at's Rule of Thumb for NPC Nonheroic Levels 
3 PC Competence 
4 The Force 
4.1 Dark Side Score 
5 Equipment 
6 Destiny Points 
7 Combat 
7.1 Terrain and Battlemaps 
8 Starships 
9 Source Information 
Creating Characters 
Probably the first thing any Internet-enabled GM or player should do is download the SagaSheet Excel document. 
Destiny 
Do  not leave Destiny until the end of chargen. Make sure it's one of the  first things you discuss in the middle of all the stuff like where and  when the game is set and who the characters are. Destinies are, I think,  a lot like Keys in The Shadow of Yesterday; a great way for your  players to tell you they reckon will be fun about their characters and  their corner of the Star Wars galaxy. 
This may be my personal  taste here, but I'm tempted to go as far as saying that you should never  let a player just hand their character's Destiny over to you. Let them  know that you're willing to let them defer picking a Destiny until they  find something during play that they want to base a Destiny around, but  try and avoid them just handing the biggest opportunity they have to  tell you what's cool about both their character and the game world over  with a shrug. - IMAGinES 
Classes 
While they don't always  look it, Nobles and Crime Lords are the most powerful characters in the  game. Because of the way Saga is set up, anything that grants additional  standard actions, especially immediate standard actions, is a godsend. A  Crime Lord and a Sith, working in concert can act like an Infinite  Force Lightning Generator. This is awesome. - OldKentuckyShark 
Bahama'at's Rule of Thumb for NPC Nonheroic Levels 
The  ratio is relative to the relationship to the PCs (so in a game where  Vader isn't the primary focus, for example, Vader may be downgraded from  his stats in the book to 'mere' lieutenant as below). This also works  if by pure serendipity a character not initially planned to be a major  antagonist manages to capture the imagination of the group (that one  Stormtrooper manages to keep surviving combat with the PCs, that  Commerce Guild minion you ridiculed) - as they become more important to  the game/characters, you change the ratio and they accumulate narrative  immunity that keeps pace with the PCs. 
Your total minion - 100% nonheroic levels 
Your  slightly above average minion (the Stormtrooper officer, the elite  goon) - 75% nonheroic, 25% heroic (usually 1-2 levels, enough for a  talent or two and some better hit points). 
Your "challenge"  encounter (my example for this in my game are Stormtroopers from the  501st) - 50-60% nonheroic, the rest heroic. Gives them some teeth, but  they are still hampered. This character is usually 2 or more levels  below the PCs average level (obviously at the very low levels this isn't  possible). 
The villain's lieutenant/right hand/subcommander (in  essence, the Vader to your Emperor) - 75-90% heroic. They should be  almost equal to a full character, with just enough softness so the PCs  don't use up too many Force Points/Destiny Points dealing with them.  This sort of character is also within 1-2 levels of the PCs in either  direction (your crime lord's lieutenant may be a level below them, your  Darth Maul may be a level above them). 
Ultimate villain (your  Darth Sidious/Malak/Cadeus or whatever) - 95-100% heroic. I put 95%  because sometimes a level or two of nonheroic can be useful (they do get  a wide variety of feats at that first level) or it takes the hard edge  off the villain. This sort of villain I usually put several (3+) levels  above the PCs - this is the showdown that is resolved by previous  actions taken in the story, or in a face to face confrontation it is  supposed to be the fight where Destiny/Force points flow like water. 
Source 
PC Competence 
PCs  are quite competent. At third level, feel free to throw dozens of 1st  level peons at them and they are likely to win in exciting fashion. No  one in our party has even come close to death yet (statistically)  although the Jedi was in definite peril from the 3rd level Dark Jedi and  the Scout got incapacitated by a wookie in session two (who knocked the  Scout silly with his bare hands). Also, Force Points can pull a  character's bacon out of the fire. As long as a PC has at least one  remaining, he is unlikely to actually DIE on the spot from the stray  critical hit or mishap. - PaladinCA 
The Force 
The Force is  strong in this one. My concerns in the game are that my two Force users  will outstrip my non-Force user. So far, it hasn't happened, but the  Jedi kicked some serious butt last session until he ran into the Sith  apprentice. Thats when the Noble saved his bacon with a Force Point  driven critical hit. My players are third level though and I haven't  seen the mid-levels of the game yet. - PaladinCA 
I've run two  games so far with players in the 8th-12th level range. While the  Force-users are a bit more potent, it's not as bad a discrepancy as the  previous version of the game (or WEG's version). Once players realize  that the game allows them to be more flexible, it's an amazing  transformation. - Ifshnit 
I have four Jedi and a Scout in my  game. The Jedi are balanced by expanding feats and skills to use the  Force effectively. They also need several high stats. That plus getting  into the fray balances them in combat. Outside, the Scout shines,  because all of his skills. - Ceti 
Dark Side Score 
The Dark  Side Score has the potential to cause as much argument as alignments in  D&D. Through the Dark Side Score, the game’s rules and you as GM  judgment the morality of the player characters’ actions, something that  some players will object to. The best way to forestall any objections is  to sit down with your players and discuss the Dark Side Score before  the campaign starts and make sure that the whole group has the same idea  of what constitutes morality and the grounds for increasing a  character’s Dark Side score in the game. 
Read the Dark Side  Score section of The Force chapter out to your players or let them read  it. Make sure they understand that while there are no benefits to  earning Dark Side Points, there are no inherent drawbacks either. In  Saga Edition, Dark Side points are more like the Humanity Score in the  independent RPG Sorcerer; they’re the character’s incidental music that  lets the group-as-audience know how far the character has turned to the  Dark Side. 
Some topics worth discussing are: 
Will non-Force users have Dark Side Scores? This is a matter of some debate as the text is fairly ambiguous. 
What are the consequences of turning fully to the Dark Side? Will PCs remain playable or become NPCs? 
Earning Increases: 
The use of the Force as a first resort in solving a problem, even if you’re using non-lethal powers like Force Stun. 
Letting evil occur by inaction. 
Pay  special attention to the paragraphs on atoning. Ensure your players  know that they can spend Force points to reduce Dark Side Score on a  one-for-one basis, and that it assumes that the characters have spent  some time in meditation and doing good works (this can happen  off-screen, of course, but if a character does something particularly  good, generous or altruistic in play, suggest they consider burning a  Force point). Also assure your players that you’re willing to discuss  Dark Side Score increases after any session; as an increase only has an  overt or mechanical effect if a given PC’s Dark Side Score is pushed  over its Wisdom, this should be no problem. 
Throughout all of  this, be mindful of the balance you're striking. Star Wars' morality  appears clear-cut but has many seeming exceptions when examined closely;  your yard-stick should be "fun drama". Be willing to compromise your  own views on Star Wars' morality in service of what will be fun for the  group (yourself most certainly included here). 
As such, be very  careful if your game is regularly interrupted by players disputing  increases of their PCs’ Dark Side Scores. Extended out-of-character  arguments over rules are very rarely fun. Reassure players that your aim  is to provide a fun session and that you're willing to discuss any  issues once play is over. If during-session arguments continue, there's  probably a bully at the table (be warned; it may be you). - IMAGinES 
Equipment 
Equipment  really doesn't matter in Star Wars, and it can take a while for players  to figure this out. Money is also largely unimportant. Other than  really expensive high-end armor, lightsabres, battle droids, or star  fighters, there's really nothing worth buying that can't be replaced at  the drop of a hat. This can be very liberating, or very frustrating,  depending on the player; some people are just natural gearheads, and  Saga doesn't support the gearhead ideology very well, no matter what the  web enhancements say. For these players, I reccomend introducing  "prestige" gear: fancy colored lightsaber crystals, antique Mandalorian  armor, double-secret encrypted commlinks, rare starship mods, souped-up  swoop bikes, etc. It doesn't need to actually do anything, but it makes  gearhead types and collector types feel better. - OldKentuckyShark 
Destiny Points 
Beware  the power of Destiny Points. Level 5 characters who have been saving  their Destiny points can and will defeat a Level 12 Sith Lord without  taking losses. Believe it. - Egyptian 
That's only if it helps  their destiny's with each player having max 5 destiny points (you don't  keep the others from previous level. They are replaced with a new batch  each level) You're not supposed to spend destiny points on things that  have nothing to do with your destiny. - Sindalor *(See my comment to this at the bottom. -Robshanti)
Combat 
Watch  the movies. Get a feel for how actions typically happens. Minions are  time and resource-killers, they are not and should not be expected to  actually do significant damage to heroes - just delay them long enough  to fail in their objective. - Bahama'at 
I send mooks in waves and have some heavies handy, so I can balance the situation: 
If it's too easy, more show up. 
If it's too hard, stop sending them in. 
If it starts getting boring, finish the combat. 
I  also like to assign goals for combat. So instead of just having a  fight, players need to get to the turbolift, break through a door under  fire or fix the ship, while holding off the opposition. - Ceti 
I  threw upwards of thirty mooks a combat and didn't really slow combat to  a crawl as per previous editions (although it still took a little  while) and the players were able to feel heroic as they just mowed 'em  down. What's also nice is that you can throw NPCs with hero levels at or  just slightly above the PC's average level and actually have them be a  threat all by themselves. - Ifshnit 
Terrain and Battlemaps 
Think terrain - dynamic terrain, dramatic terrain. Make the fights seem cool to players. - Bahama'at 
(I  normally achieve dramatic and dynamic terrain) narratively (I just  inform them of the changes, and my players can interject further changes  if it fits the mood and their actions), but in concrete form for one  chase scene I played through we used a map plate from Roborally for the  Episode2-like guts of a giant construction droid running amok. -  Bahama'at 
Starships 
Transport-size star ships are floating  coffins if you don't have the Vehicular Combat feat. Even with it,  they're pretty rough: the -10 Size penalty is difficult to overcome, no  matter how good a pilot you are, and they don't have much in the way of  hit points. Other than that, the ship to ship combat rules are pretty  darn fun, and easy to grasp. Starfighter combat is fast, and  occasionally vicious: even mook ships like TIE fighters and Z-95s do  significant damage, and ships don't have inflating hit point pools (on  the other hand, most PCs of 10+ level will reliably survive the  destruction of their ship, if they have a spacesuit). - OldKentuckyShark  
Source Information 
In designing a campaign you do have a  double edge sword, there is a lot of material out. The Expanded Universe  has been developed quite extensively through comics and books. Lucas  has made a point to keep everything consistent as possible between all  things Star Wars, to the point where game designers need Lucas’ approval  to use characters. Additionally, other publishers can use anything  printed from one publisher. Fortunately, you do not have to read  everything that is out there to know what is going on. The SW community  has brought most information online. I use Wookieepedia to look things  up, there is also the Holonet. This is an excellent source of material.  The drawback to all this is that Wizards has not scratch the surface of  all this material for the game. So expect to have to create and make  things. I have had make racial stats for Besalisks, Gree, Ubese and  Polite (my own race); fighter ships for Gree, weapons for Gree and  Polite, a ship for the characters. All that was for the first adventure.  The other drawback to this massive amount of information is that there  already is a history. So you have to choose how much of it are you going  to follow. I am playing during the New Republic and have dumped most of  that history at that time and what “would” happen. - Phlophouse 
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Categories: How to Run | Star Wars Saga Edition
*I  take issue with this passage by "Sindalor." First of all, you get one  Destiny Point per level, and there is no upper limit on how many you can  have. It's Force Points that reset at every level, but the number you  get varies - you receive half your level plus a set number based on your  class (5 for base classes, 6 for prestige classes, and 7 for advanced  prestige classes).
Secondly, I feel that Sindalor's  interpretation of what I presume is the line from the Core Rules (p.  112, the first line under the heading "Destiny Points") is overly broad.  The line actually reads:
"Destiny Points are resources that a player can use to help fulfill whatever destiny has been set before her character."
Personally,  I think that's a far cry from "You're not supposed to spend destiny  points on things that have nothing to do with your destiny," but your  milage may vary on that small point.
If it does, and some rules  lawyer at the table argues with you, you can always just say, "Well,  I'll allow Hans Olo to spend the Destiny point to get an automatic  critical hit on Greato because, if Greato succeeds in taking Hans to  Giaba the Hutt, then Hans will never be able to fulfill his Destiny of  'Rescuing Lucas Kaiwalker' from death later in the story" -- an overly  broad interpretation to cure a potentially Draconian reading of an  otherwise innocuous line.