I've got a couple things on my mind that could benefit any game, so here we go.
One of my favorite aspects of some systems (Burning Wheel, for one) is the inversion of how knowledge skills work. In most mainstream games, a knowledge skill is called for, and based on the result, the GM explains what you know. This seems sensible enough, but I always liked it the other way around. An example follows:
GM: So you enter Wild Space in your space freighter?
Player: Yeah. One second. I'm going to make a Galactic Lore check. I've heard that the Black Sun control this area of space, and I think I can use my contacts in them to give us some help.
GM: Roll it.
Player: 27. So, yeah. what's going on?
GM: Black Sun
are in this area of space. You know one of their main haunts is a formerly abandoned space station within a field of asteroids nearby.
Player: Awesome, we're going there.
Easy as that. The player, who has the knowledge skills, can throw down the dice and declare that something exists in your setting. The difficulty of the check is easy enough. How likely is it that this thing could be true? The more likely, the less difficult the check.
Player authorship in this situations fixes one of my problems with knowledge skills in general. When the GM just tells the PC what they know, they don't really do anything impressive. It's just a roll to get more exposition from the GM, adding another step as the character relays the information to the others.
So, one thing down. The second thing I want to talk about is how boring failure is. Failure in most games is just not managing to do something. However, in some games (Burning Wheel, again, guess what I've been reading?), success and failure are redefined. Success is succeeding without complications. Failure is either failing, or succeeding
with complications.
Let me give you an example. Let's say that last example went just like it did, but the guy rolled a 13 instead. Sadly, that's a failure. The GM likes the idea of the Black Sun having a presence in this area of space, however, and so tells the player exactly what he did before. However, the GM marks down that the Black Sun are allied with a nemesis of the PCs, and going to the space station is going to be trouble for all of the characters.
Basically, when a character fails a roll, don't just let them sit there feebly. Introduce complications and twists. It makes things more interesting by far, and the players get troublesome new plot points and what they wanted in the first place. Win-win.
Good eve, ladies and gents.