I've really just begun the campaign myself, but one thing I can already recommend is that you read through the entire campaign, if possible, before beginning. The adventures can be arranged in just about any order (obviously, "Finale" must come last, but other than that, the play order is highly customizable), so I think it helps to get a handle on the adventures so you can loosely plan the order in which you might run them. This can change as you get into the campaign. I had initially planned to more or less follow the given sequential order until my players told me some of their plans: a) they want to see what's going on on Oghma (so I wrote something up since none of the Drinax adventures directly addresses the Oghmans), and b) they want to go into Aslan space to resolve some unresolved plot lines from adventures we ran before we started Drinax. There are a few Drinax adventures that occur in Aslan space almost exclusively, and those will now move closer to the front of the queue.
The campaign is presented as a sandbox, and giving the players the freedom to choose their own directions is key. In all fairness, though, if they want a prepared ref, I need to have some idea of where they want to go. I'm always ready to improv if need be, but I find that our gaming sessions are better when I am at least marginally prepared. So it's a two-way street: Players get the freedom of a sandbox, but I ask for some ideas about the general directions they intend to travel.
The other thing I'm seeing a lot on these boards is just how creative refs and players are with this campaign. Some run a straight space pirates story. Some have players that are more interested in the mercantile or political aspects of the story and focus on those, putting piracy in the back seat. Some run parallel campaigns with a set of pirate characters and a second set of characters who perform another function (e,g., diplomacy, navy, trade, etc.).