It's nice to have something very memorable about each adventure and campaign you run. Ideally something memorable about every session. Something that the players can think back on fondly, and reshare stories about.
Not just for the sake of it. This actually has a purpose, in that it gives them a strong memory to hang a hook on and allows them to recall each adventure as a distinct thing, with its own quirks and fun events, rather than them all becoming a continuous mush of bland "adventure"-flavoured memories. By punctuating the adventure with super-memorable things, you get a more distinctive sense of beats and flow.
Some things like this just emerge naturally from the game play (such as Wedge here, who has become a sort of running gag for the players). But you can—and should—deliberately plant some things in the hope that players latch onto some of them and they make the individual sessions memorable. So try to include at least one outrageous, unusual, weird, or crazy thing in each session of your game. Something that the players will laugh or cry or be shocked about, to give them a defining moment.
Because it's those defining moments that they'll remember years later.
Commentary by memnarch (who has not seen the movie)
Aha! That [Redacted] I had was pretty close! And while I'm not sure what a Sweet Tooth flaw would be, I think [More Redacted].
And Wedge being most of the strangers the players could interact with actually makes a lot of sense. Either the GM could want to have it be a surprise as to just how far Wedge can travel, or it could be an easy way out to not make up another NPC's background. Especially since there's been at least a handful of NPCs that have either been killed off much sooner than planned, or seen once and then never again.
Transcript
BB-8: Hey, everyone! That last session was something!
C-3PO: I think it’s significant that Rey’s unleashed a power only previously seen in villains. And Palpatine.
BB-8: And blown up Chewbacca!
General Hux: Yes. What more could go wrong?
Rey: At least on Tatooine we’re not likely to get a weird, long, symbolic winter.
GM: To be fair, that was a central challenge of that campaign.
Finn: And underscored the drama of a queen with dominion over ice and snow. In a kingdom of isolation.
Rey: It would have been easier if you didn’t have a sibling with the Sweet Tooth flaw.
C-3PO: It did lead to a beautiful stranger, tall and fair.
Rey: Yeah, that’s what I was talking about.
General Hux: Unlike this campaign, where all the strangers are either related to someone, trying to kill you... or Wedge.