Source GM Core pg. 37
The Navigate and Sense Direction activities enable characters to detect north, navigate complex paths, and plan a short journey. To plan an interstellar journey, characters instead Plot Course. You can combine these checks with Recalling Knowledge about the area—typically using Nature or Society—for the PCs to get their initial bearings or learn about important locations along their route. The DC for these checks is usually trained or expert but can be more challenging for unexplored or remote regions. Some of these locations might be useful, such as a transmission tower, a fruit tree, or a space station. Others might be mysterious or dangerous, such as an alien's hunting grounds, an asteroid, or an abandoned laboratory. It's best to point out two or three landmarks and let the group decide on their course from there.
When PCs are traveling through space, exploring the wilderness, or navigating twisting city streets and space stations, they might get lost. This is usually a consequence for failing at checks to Navigate or Sense Direction, or critically failing at a check to Plot Course, but it can also happen based on the story, such as if they crash-land on an undiscovered planet, pass through an interstellar portal, or emerge from an underground passageway into a forest. Playing through the process of trying to find their way can be fun for a party, provided they do so for a short interval. If a party is lost at the start of a session, they should usually have found their way and reached a significant destination by the end.
If the PCs get unlucky or are just awful at Piloting and Survival, they might end up stuck with no way to reorient themselves. In these cases, have someone come to them! They might meet some locals, get captured by predators, or even stumble upon a dangerous location. They've figured out where they are, even if it's not where they wanted to be!