If you do not have the details of the next adventure sketched out yet (beyond tracking down the Con Man), here is something: The initial Con was to snag them, the Con Man books passage as part of the next more elaborate "Con", which may indeed be a job offer in disguise. The Con Man leaves these clues behind, making certain that it will not be luck but skill and daring that lead the players to him in the Mountain Retreat at St. Ivernia, where he -- and their new benefactor -- are waiting to see if the players are good enough to catch up to them.
Once or twice, perhaps amid the original clues, perhaps later during the chase itself, the Players might get a hint to this as well. If they do, and they come to the Mountain Retreat at St. Ivernia knowing this, the price will go up; partially because they are good, partially because they are willing to go where this leads even though they understand it is something akin to a trap.
Half-Guttman, Half-Kayser Soze, the Patron strokes his Draathan Sablecat as he speaks in a animated fashion: "You my friends -- if I may be so bold as to call you my friends -- are the sort that I can trust with that which is most precious to me..." (followed by big reveal)
Clues left behind:
* Something to indicate the "real name" of the Con Man, maybe not the real, real name but whatever, the next piece to the puzzle. He also leaves behind a radiation badge (which has special properties, see below)
* Use the name to track him to a stay at a luxury hotel (Demonstrating footwork, the ability to follow through). Where the Con Man leaves behind a disk, one that was about to be or should have been destroyed (not really, but it should looks that way, this is the sort of thing that can lay the groundwork for the later 'its a con within a con' reveal, maybe the Concierge with the hot legs or a company that was mentioned as performing a 'special cleanup' of the room which are dangled in front of them again to see if they noticed the non-obvious)
*The disk is hard to decode (success means technical acumen), if done barely, it reveals a meeting that night at the Starport on the other side of the planet with a man named "Hartford" (who turns out to be a gunsel with orders to kill the people that come looking for him -- of course he has something on his body that will get the Pcs back on track, but also make their employers aware of this weakness);
* If they are very good at decoding the disk, they might notice a second coded message under the easier one which says "disregard the first as Hartford is no longer trustworthy" and then directs the Con Man to use the "recently acquired funds" (the PCs money) to obtain the Cargo Manifest of a vessel that has recently been impounded, the
Emer Essen is always a fun gag but make it something more exotic, perhaps an alien vessel or one with a name that will be useful at the next stage or helps to make the whole overall pattern visible.
this is just a start, you can run this as a series of small adventures. Think of things that the Patron will do to test the PCs, get them prepared at each stage for the one one or two steps ahead. Sketch the whole thing out and don;t be afraid to go back and backfill during that sketching out process.
...of course that might not be what you are looking for... The space-clap idea was nice and very reasonable/straightforward, but I wouldn't suggest doing that research if you want to sleep (well) at night
