Reference - Mesh Parameters
The Mesh Parameters rollup is where you can control the way in which the GhostTrails mesh is generated and mapped.

Segments/Frame:
The Segments/Frame spinner controls the level of mesh detail along the length of the trail. By default this value is 1, which means that GhostTrails will create one set of faces per frame.If the trail object is moving quickly or changing direction abruptly, generating only one segment per frame can make the trail look jagged. If this happens you can make GhostTrails generate segments on subframe intervals by increasing the Segments/Frame value.
Be aware that generating more segments uses up more memory (especially for long trails) so it's a good idea to set it to the lowest possible value that still gives you a smooth mesh.

Spline Steps:
The Spline Steps spinner controls the level of mesh detail across the trail. It works the same way as the Segments spinner in the Extrude modifier. If the spline you've used for the trail is curved you can make the trail look smoother by increasing this parameter.
U Repeat:
The U Repeat spinner controls how many times the U mapping coordinates repeat across the trail.
Number of Mtls:
This setting is mainly useful for particle trails. When GhostTrails is generating multiple trails it will apply a different Material ID to each trail by cycling through the number of ID specified in the Number of Mtls spinner. You can then apply a Multi/Sub-Object material to the GhostTrails object to assign different materials to each trail.
Flip Normals:
This setting flips the normals on the trail. Note that (for historical reasons) the default normal direction on Moving and Anchored trails is different. If you switch a trails from Moving to Anchored you might find you also need to change the Flip Normals setting.
Generate Mapping:
This setting controls whether UV coordinates are generated for the trail mesh. If you don't need to map the trail, you can save some memory by turning this feature off.
GhostTrails maps trails by assigning V coords along the direction of motion of the trail from 0-1, and U coords along the spline shape of the trail from 0-1 (possibly modified by the U Repeat setting).
Map Type:
It's quite a subtle effect that changes the way the mapping coordinates are done for trails that have just started moving from a stationary position but haven't reached their full length yet.String mapping maps the UV coords along the entire length of the trail - even if the whole trail isn't visible yet. Think if the trail as a pile of string tied to the spline that's being pulled out as the spline moves.
Stretch mapping maps the UV coords along the length of trail that is currently visible. It means you can always see the entire map applied to the trail. Think of the trail as a piece of rubber that starts stretching as you pull on the spline its attached to.
This setting only affects moving trails.