I have been PVPing quite a bit and after giving the guild pvp event a go last night, I thought I might offer a quick guide to PVP based on my experience. I am not the end all be all knowledge holder but can offer enough to help folks get started.
First, there are three different warzones that you randomly enter when you queue for pvp. Here is a brief run down along with some helpful hints to make it a little less confusing.
Huttball
Huttball is kind of like football in that your team is trying to run the ball to the other endzone while the other team is trying to kill you and vice versus. The important aspect of this game is passing the ball as you can pass the ball and cover more distance faster than you can running with 5 or 6 enemy beating on you. So pass pass pass...you will find the pass skill in your general abilities tab so be sure to put it on your UI so its ready for use. Also, in order to pass, you need a target so if you don't have the ball, run a little bit a head so the ball carrier has a target to throw the ball to. Huttball is one of those games where stunning and CC is more important than killing if you want to win because the other team respawns in their endzone and will be there in mass to great the ball carrier.
If you are a Knight or Warrior--you can travel large distances as a ball carrier simply by force leaping to enemies or interceding to friendly targets. Inquisitors and Consulars can pull ball carriers to safety with their rescue ability. Bounty Hunters, Troopers, Smugglers and Agents have some of the best CC abilities in the game.
Alderaan
This game is where you essentially try to capture two of the three turrets (I say 2 because you need at least 2 to win) and then defend them from the enemy while the turrets shoot down the enemy ship. Each team has one turret (right or left) that is easily accessible and then tend to fight over the middle. A few hints in this game include: never leave a turret undefended. Even if you are the only one there, you can announce in OPs chat that the enemy is incoming and people will come to help. The main objective in defending a turret is not to kill the enemy but to keep them from capping the turret so use dots and aoes and stuns around the turret as much as possible. The most important thing is fight near the turrets. The enemy likes to try to draw you away and while you are fighting, a stealther will slip in behind and cap the turret. The other important thing is to call out incoming enemy with your location (i.e. inc left or inc middle or inc right). Be sure to call out the all clear as well so people know its safe to go help at another location.
For Voidstar--I'm still working this one out. There are two rounds--defender and attacker. As an attacker, bBasically, you are trying to get to the datacore and have to go through three zones to do so. Each zone is locked behind two big doors that you need to plant bombs on. You only need to plant a bomb on one door but the bomb has a 20 second delay so you have to guard it so that it is not disarmed. Dots, aoes and stuns interrupt the disarming processes. As the door pops, move to the next zone.
When defending, you need to be aware that there are two doors that need guarding so like Alderaan, never leave a door unattended and call out incomings if you are alone. Dot, aoe and stun those near the door so they can't plant the bomb.
You will play two rounds--one as an attacker and one as a defender.
I play a sage and a juggarnaut in pvp so as I figure things out and have some helpful hints for those classes, I will post here and I encourage people who have figured out pvp on their classes to also post helpful hints and suggestions for playing the different classes in the different warzones as they do seem to need different strategies for the different warzones as well as some different strategies for the different roles.