MAS-
I like the simplicity of play, along the lines of:
Players: "Just how does your Jump drive work, anyway?"
Referee: "Very well, thank you. Well, most of the time. Have your engineer roll two dice..."
I also like to have background details readily available, like:
Referee: "You exit J-space about 200 diameters out from the main world of the Harbinger system, which has seventeen planets orbiting a single F5-III star. Only three planets are habitable, and it's the eight planet that is your destination - it's listed as 'Harbinger B-867-M-967-A-GGN-IN-NA-PS-YELLOW'. Two Gas giants around an M3-IV star in far orbit are also present. Would you like stats on them too?"
Players: "No thanx. Our transponder is on, but we'll try to hail Harbinger traffic control."
Referee: "Fine. Traffic control is on Harbinger's third moon. Do you want the UWP?"
Players: "Naw, just let us know what to wear outside..."
Details add 'look and feel' to the background, sort of like stage properties do in a play. However, just as in a good stage play, no detail should ever get in the way of character activity (or the ref's, for that matter).
Also, having a set of 'default' details will help the ref whenever the players want to do something that wasn't exactly part of the ref's plans. I keep a dozen or so semi-generic star systems, worlds, ships, cities, ruins, buildings, patrons, encounters and other notary sojac on stand-by; they are not part of any one adventure, but they allow me to satisfy the curiosity of most rivet-counters in order to get on with the game.