By this stage it should be obvious that the players have completely messed up the GM's plans for this campaign. He never expected them to go down to the planet at all. But, like all good GMs, he's willing to wing things a bit and see where they lead to. Even so, there comes a time when you just have to call a time-out and invest some more effort into coming up with something so that the players don't catch you completely flat-footed.
We've deliberately set this up as a contrast to the gaming style portrayed in DM of the Rings, which is very much about the DM railroading the mostly unwilling players into his pre-established story. While good for comedic value, it's not how most of us would want to play a game, if we had the choice. The Darths & Droids GM is much more flexible and willing to work with the players, so that they can take whatever actions they choose. While usually more fun for everyone involved, it can get a bit hairy for the GM at times.
GM: You open the hatch, stepping on to Naboo's soil.
Obi-Wan: We step on "tuna booze oil"?
Qui-Gon: It's a beverage popular in isolated fishing communities.
GM: Naboo. It's the name of the planet.
GM: The dropships release gravcraft laden with battle droids.
Qui-Gon: I befriend the fishermen in the local tavern and trawl for rumours.
GM: You're in a forest. And... the native wildlife is stampeding!
Qui-Gon: How many blasters am I carrying again?
GM: <sigh> It's getting late. We should wrap up for the week.
GM: Do you want to explore an actual developed planet, or a hundred million square miles of blank graph paper?