This might seem self-evident but I think it often isn't. How do you come up with a good / great adventure for your players? What are the components that are critical to making a great experience for the players and yourself?
I look to my players and their characters to provide some level of inspiration. From the players; I want to know what kind of story they are interested in playing. Do they want HiTech, LoTech, Grim & Gritty or Epic Space Opera, etc?
From the characters; I take the starting pieces and the minutia that helps to set the stage for the story/adventure. It may kick off with a random job or helping an old friend (using Contacts the character might have obtained during Char-Gen). I also look at their skills, abilities and equipment to make sure I create a challenge level that fits their status and situation.
Based on the above assessments; characters might start off on the run from local gangs, or delivering corporate mail, to running across a dead body in a Vacc Suit floating in a nearby lake.
Seconds after finding the body, they experience a wide-band communications black out. At first they suspect Imperials, but soon discover Corporate Security teams quickly and quietly moving into the area. Locals are scared away or downed with Stunners as the BlackOut Team does a sweep, obviously looking for the Vacc Suit Guy. The group needs to decide if they take the body and run, leave him/her behind, or turn him over and hope for the best.
This would end up being a gritty adventure pitting the group against a local corporation and possibly imperial agents, both of whom are vying for something (perhaps the body has a data crystal, perhaps the body is still alive and knows something, perhaps the Vacc Suit Guy is actually known by one of the group, he or she might even be the newest member of the group). The story arc would be tend to be more espionage with a healthy dose of various technologies thrown in.
Making strong connections between the story and the players (as well as the characters) has always made from a better game - at least for me. The players seems to be more invested in the stories because they are closely tied to the characters they've created and support the growth of those characters.
Story has always been essential for my group (myself included). If it's not a good story, it doesn't matter anywhere near as much. There should be challenges for both the players and characters. You want to know your players enough to have the story entice them and bolster their participation. You want to know the characters well enough to challenge them and help them grow.
Around all of this you want to create interesting and detailed worlds that capture the imagination and encourage active play.