Icosahedron
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What can I do to make that time not boring? I mean, in most fantasy RPGs, you just say something like "I travel to Winterfell by the main road, camping at night. W, X, Y, and Z take rotating shifts guarding" and then we skip travelling unless something happens. Is that true in Traveller too?
A lot depends on your role-play : roll-play ratio.
You don't have to play out every minute of your transit, but time aboard ship can be used for meeting passengers/crew who may turn out to be useful later, as patrons, hirelings, rumour providers, etc.
As Steven Tirey says, stowaways and hijackers will only work a couple of times, as will breakdowns and misjumps, theft and murder mysteries, riots and mutinies, piracy and customs inspections, etc. But all together, they'll keep you going for a while. And when the PCs are chatting with the passengers they'll never know whether they're going to hear a rumour or get caught up in a hijack.
A lot also depends on the size of your transport. On a city-size ship you can have the same sort of adventures you would have in a city...
Or, of course,
You could just do the "You jump. One week later, you arrive at your destination." That works completely fine.
As for time in real space, approaching or leaving a world, you can use the crew skills to ensure the crew communicate adequately with ground control, keep to the appropriate spacelanes, enter or leave jumpspace at the right coordinates, enter or leave the atmosphere safely, maintain orbit satisfactorily, launch and recover small craft properly, and any number of other things that can get them into physical or legal trouble as you see fit.
There is a Traveller book called Starship Operators Manual (out of print, I believe, but maybe Mongoose will come up with 'something similar' one day). Might give you some ideas for shipboard activity if you can locate a copy.
As with any other RPG, it's just a matter of striking a balance between underdoing or overdoing it. Travel can be glossed over in a sentence, it can create a rationale for an adventure, or it can be the adventure.
Authors have written gripping interpersonal drama just on the half-hour avoidance of a patrol, on the 'silent running' theme. As I said earlier, keep it tight. It'll be easier for you and can be just as much fun for the players.