Here are some ideas about using social checks in games. (spinning this off from the Progessive Coercion thread)
With most checks in this game, you can take two approaches:
High Level
Make one check for the entire interaction. Describe or narrate what happens in a general way, covering hours, days or even longer.
"You spend several days trolling the cantinas of Nar Shadaa looking for information on the Hutt who double-crossed you. Eventually you find a drunken Aqualish who tells you he used to work for the Hutt and can lead you to his hideout in exchange for a few credits."
Downsides: It's less interesting in terms of roleplaying, and could mean less colorful interactions because you don't get as much player interaction specifically.
Upsides: It's quick. One check can determine whether you find the clues you're looking for right away and you can move on with the game if there's a more-important thing you want to spend your session on.
Low Level
Make a check for every interaction the player makes, roleplaying or narrating the results in specific detail. In this case, each check takes a certain amount of time, which is the resource the player's expending in exchange for making multiple checks.
The checks could grow successively more difficult (or with more setbacks added) as more checks are made, or the time spent could be the main factor in why they don't just keep making checks.
"You start in the Rusty Kloohorn cantina. There's a group of Klatooinians celebrating a gambling victory, a sullen Aqualish drinking alone in the corner, and a variety of boisterous nobles slumming it at the bar and laughing about the limitations of the cantina's liquor choices. What would you like to do?"
Then the player(s) could literally talk to each of these groups and make separate social checks for each one. You can roleplay out exactly what they say to the gang of Klatooinians, how they try to make friends with the Aqualish or how they try to impress the group of nobles.
The party could split up and each player could tackle one of those groups or they could move from group to group.
Downsides: Takes time. If the characters don't find what they need soon, this kind of investigation could take up the whole session, with players coming up with lots of ideas for how to talk to people or where to look for their objective. If your players don't relish roleplaying entire conversations, this could be a drag.
Upsides: Lots of fun, colorful interactions with NPCs and the environment, and your players will feel like they've got a lot of input into exactly who their characters talk to and what they say.
Which of these you use, or some combination of the two, is up to you as GM for any given objective, but keep these options in mind!