So, thanks to Brandon, I figured out what was going on with my stuff. Also Nick, I have an answer to one of your questions.
So first, warning: when you are looking at your map in the Editor, the map is actually WAY BIGGER than it appears. I thought I was placing stuff close to each other, but they were literally ten times as far as I thought. When testing, start with stuff (in space) really close to each other to get a sense.
Second, and this ties in with Nick's question, is that when you first start linking to objects in a map, the game will automatically insert a 'transit widget'. This is a plot object that takes you from one map to another. So Nick, to answer your question, when this transit widget appears, you will want to change the default 'Earth Spacedock' location to 'Risa'. To get the widget to appear, starting adding in plot elements that require a location. I think that should get it to go.
UPDATE: Alright, I have an answer to Nick's second question, which is actually a more general answer to the first. Here's how you set up a map transition:
1. Make sure both maps have been created: the one you're leaving and the one you're entering
2. Create the objective the player must satisfy to trigger the transit. For example, if you want to beam an away team onto a planet, create a Reach Marker on the center of the planet and give it a MASSIVE radius, so that it's halo extends past the planet. Remember, distance is deceptive on the space map.
3. Now, and this bit is a little counter-intuitive, create the first objective on the map you're GOING TO. Once you link it to an object/NPC/mob on the new map, the editor will automatically create a Transit Widget. This is the Story Element that handles transition from one map to another. It takes the form of a dialog box.
So, extending the example above: say that the first thing my away team needed to do was talk to a contact on the planet below. After creating the Reach Marker around the planet in space and linking it to an objective in the Story progression, I would then create an NPC Contact on the map for the planet. I'd then add a Talk to Contact objective to the Story. One that Talk to Contact is linked to the NPC on the second map, the editor will automatically create the Transit Widget above the Talk to Contact objective. This is a dialog box. For example, I might set it so that it's a bridge officer saying that an away team is ready to beam down to the planet.
I hope that helps. It's rather hard to explain with text...