Hosting options depends a bit on what you want to do. There's multiple ways:

1)	Host using colonyserver executable (GUI) from the game install
	This is the choice to use when you're hosting for yourself (and some friends), but only while you're also playing the game.
	Problems may occur if you're running the server in the background and steam decides to update it.
	It also requires steam to be active and logged in (though the account does not require the game)
	The GUI can cause problems if you do not have a display attached (vps) or resize the screen, or lock the screen for long periods
	
2)	Host using the colonyserverdedicated executable from SteamCMD
	This is the best option for hosting 'long' term servers.
	It allows more options than the GUI (some are in files, but accessible through this)
	A general guide is here: https://developer.valvesoftware.com/wiki/SteamCMD
	The app_id to use is 748090
	The game won't update unless asked to check for updates.
	The updating can be automated through scripts.
	Works without a monitor active.
	The executable is cross-platform (mono) despite being .exe.
	
3)	Host using the colonyserverdedicated executable (commandline) from the game install
	You probably don't want to use this choice. No GUI problems, but still need steam active & update trouble. See 4) for rest.
	
4)	Host using colonyserver executable from SteamCMD
	You probably don't want to use this choice. GUI problems can still occur. See 1) for rest.
	
General help on commands in the command line version is available by typing ? or help
Passing launch arguments to the dedicated.exe will cause it to automatically run start_server with those arguments
"Generating" a world that exists just loads it

About the server.networktype options:
  Singleplayer	I doubt this is useful to launch seperately, but it'll try to connect locally to the client, and autoquit.
  LAN			Not really LAN. It listens on localhost, allowing 1 client to connect. Basically singleplayer hosting.
  SteamLAN		Not really LAN either. Runs a standard steam server, but does not port forward. Will generate a random password in the future (hopefully). Does not verify authentication tickets.
  SteamOnline	Same as SteamLAN, but port forwards. Both this and SteamLAN should be LAN discoverable, but require a steam connection to actually connect. Verifies authentication tickets.
  
Example launch string:
start_server +server.world "SOME WORLD NAME" +server.networktype LAN

For gameport and steamport: Keeping the range between 27000 and 27030 is needed for LAN discovery to work