Another nudge to throw players in a plot direction is a convenient misjump. Tell a little story that unfolds around the misjump, so it seems like the misjump itself is the plot.
"Moments after you push the 'Jump!' button, your engineering apprentice hears a pop, then the hiss of gas that doesn't sound normal. The engineering computer says, 'Imminent fire hazard! Imminent fire hazard!' The automatic fire suppression valves open and everyone in engineering smells the warning scent in the fire suppression gas and starts to feel funny. Roll Endurance."
Everyone makes the Easy roll.
"Everyone gets their respirator masks on in time. Apprentice, you see a cold mist around a cryo pipe. The indicator is unreadable, covered in frost. What do you do?"
Pretty much any answer is OK, except, "Warm up the indicator with a blowtorch." In that case the apprentice gets burned to a crisp.
"It looks like a leak in that cryo pipe. There's an emergency shutoff valve with lots of warnings next to it, partially covered in frost."
Apprentice presumably shuts off the valve.
"The ventilation kicks into high power to clear the explosive hydrogen gas from the jump drive room. The computer soon stops saying, 'Imminent fire hazard!' It might be safe to remove your respirators."
Engineers:
"I think I'll leave mine on for now."
"Me too."
"It's obvious that a cryo pipe leaked. Liquid hydrogen, 20 Kelvin, freezes anything it touches, and evaporates and explodes with the slightest spark. It looks like an O-ring blew out. You probably have spares."
Apprentice:
"Is the cryo pipe important?"
"It looks like it's the number 19 jump bubble feed line. All 20 are supposed to work to form a balanced jump bubble. But the ship made it into jump space, and it's only critical while the ship is entering jump. But best to fix it promptly to keep the jump bubble stable."
Chief engineer:
"I think I'll fix this myself."
Easy roll to find spare parts succeeds. Easy roll for repairs succeeds.
"It looks like you can get a warranty claim on the bad O-ring. And maybe a refund on installation."
A week of minor adventurers passes, trying to keep the high passengers from fighting over some obscure religious squabble.
Seven and a half days into jump, a passenger asks, "How long are we supposed to be in jump?"
"Approximately a week, but it varies by several hours."
Steward, day eight:
"Captain, what's going on? We're almost out of caviar and the high passengers are starting to freak out. Actually, I'm about to freak out too."
Captain:
"Full crew meeting in an hour, or right away if you can trust those two guys not to start fighting again."
Astrogator:
"Chief Engineer and I have been puzzling over the situation and we're worried . . ."
"Very early on day nine the ship drops out of jump. Astrogator rolls out of bed to check sensors. Good news, bad news, and weird news."
"What?"
"The good news is that you're back in normal space, and not in deep space. The bad news is that you're in the wrong system, far from anything that looks like a main world. The weird news is that the sensors don't say where you actually are."
A few skill rolls pass.
"After a couple of hours, Astrogator makes sense of the sensor computer problem. Not only are you 22 parsecs from where you're supposed to be, it looks like during your nine days in jump space, about 54 days passed in normal space."
Accountant:
"Uh-oh. The bank's not going to be pleased."
Steward:
"And those religious freaks missed their festival thing."
Captain:
"Twenty-two parsecs? So where are we?"