So, I've run two games with this system before, and both of them were seriously fun for everyone involved. The main problem was that everybody eventually started feeling like we were just running around in circles, and I realized that unlike D&D or a few 1920s and dieselpunk supernatural thriller games that I've run, I just seem to have a lot of trouble coming up with a good overarching plot for my Star Wars games. Sure, we'd have fun running around smuggling goods and killing thugs, but at the end of the day none of us could come up with a theme for the story, no big, main story that would play out around our exploits.
So, in hopes of getting help for a future game, I figured I'd ask here for some ideas I could use as the seed to start an entertaining and gripping overarching campaign story that can run above and beyond the day-to-day jobs (kind of like how the big goal in the movies was always to 'defeat the empire', but other scenarios like dealing with Jabba still came up between those times that the main plot moved forwards). I'd prefer to keep force-users to a minimum - my players have asked for them before, but I don't have the rulebooks for them and I'd rather do something a bit different than a party of overpowered Jedi-wannabes ala West End Games style... hehe.