(this is not too off topic…) You might try creating a fluid node with the proportions of your galaxy. You could use animated emitters to paint density into it as the galaxy evolves (using curves as emitters might be useful). The fluid could have volumetric shadowing perhaps with a light source at the galaxy center. You could also texture the fluid. Enabling the dynamic texture coordinate grid on the fluid and applying a slight vortex field might also be useful to give the texture a little swirl to better simulate the look and moment. (not too much though or it would look unnatural) To get better integration of the stars and the volume then use the cloud render method on the particles and use volume samples override on the fluid.
For puffy clumps that move with the stars you might consider using large particles that are fluid shaded, as per this thread (note that in maya 2009 this is pretty easy, just set the nparticle creation to “thick cloud” before creating the nParticle system)
One other possibility is to have a particle expression that emits density into a fluid( the description how is either in this or other fluid threads here).
Note that one can get good looking 3D galaxies with gas clouds very quickly by simply painting with the galaxy and space gas paint effects brushes. (render in maya sw with pfx oversample for the best effect) One could animate brush attributes and curve positions for a galaxy formation, although particles probably provide for a more dynamic animation… especially if you want to handle things like orbiting planets.
Duncan