I wouldn't feel bad. that's pretty good if you've truly only been playing a week. t270 is often a deity-level SV victory, though on that level you have a lot more to worry about.

Like aggressive early rushes and inability to get a decent religion, all the CS being stolen, etc. But, potentially, playing high levels can lower your times.
there's a thread about this, and I'm trying to improve on the same thing from the discussions there:
http://forums.civfanatics.com/showthread.php?t=530550
In short:
1. Play higher levels, AI keep up better and thus give you better science from RA's. The RA is calculated as 5 average turns of the worst guys beakers over the last 30 turns. AI also has more gold to give you loans and buy your stuff. More loans = bought science buildings.
2. Play huge map as science penalties are less and expansion is punished less. AI will grow bigger and make RA's even better.
3. Optimum tech order (you probably already figured this out). Beeline science techs, bribe AI to fight each other if you have to to keep them off your back. Get to points like education, scientific theory, plastics, etc. early. Also get to growth techs early. If you can, having gold to immediately buy some of these buildings can shave some turns off.
4. Open and finish rationalism as soon as possible.
5. Run many, many specialists, especially science ones for as many Great Scientists as possible.
6. get hubble and porcelain tower. If you can (difficult on deity) leaning tower gives another free GS and +25% boost to GP generation. That's at least 2 more scientists including the free one.
7. Ally CS to keep yourself happy, many top tier players tend to take patronage next for this while they wait for rationalism to be available.
8. Grow, Grow, Grow. Anything that makes you grow faster or better will get you done faster. This is limited by happiness though. Having a capital on the coast can be great as you can feed it with food trade ships which supply double food.
9. You prob. already know this but: NC asap, and obversatories/jungle cities where possible unless the spot would be really crappy.
10. plant academies until your scientist have a beaker yield of around 1500+ as between multiplication and all those academies will yield far more beakers for your buck. A rule of thumb I've is stop planting when you get public schools.
11. scientists appreciate in value as they are calculated as a running average of your science. If you expect your science to get phenomenally better quite soon saving them can be useful. End-game saving them can save some turns, I've found a good trick is to go freedom, stockpile loads of cash, maybe with commerce discounts, and just keep them around. Once I see by calculation that burning them all will finish me in a turn or two I do it and buy the last part. This often reduces my finish time by a few turns as saving them netted me maybe 250-500 extra science apiece. The saving trick can be especially powerful if you have a large empire growing rapidly. You can easily see your scientists get 25% stronger over the next few decades as science ramps up. But this is a balance with using them earlier to quickly get into good science techs. For instance? Don't have plastics yet? Probably worth it to bulb and get it, then quick-build those labs as they are so powerful. Everything after plastics though is a good time for saving, especially with a freedom empire. You can just stockpile your cash and buy the parts in your capital, so waiting a few turns longer to get those first information techs and letting your scientists grow more powerful is worth it and actually SAVES time. I've had games where between the time I entered the atomic era and won via SV I only spent 40 turn or so. That's like an era and a half. I did it by smart timing of RA's and GS's so I only was working on techs for 1/3 of the actual time and the rest was boosts.
if you have a slowing end-game ISS can really help. Beeline satellites timed to coincide with a proposition. Propose ISS. 1st tier is a free RA boost. 2nd tier a free scientist. First tier is amazing. You get the wonder which boosts all your scientist strength by 25%. And buffs the science on other specialists empire-wide. shame it's not sooner in the tree, otherwise I'd save more scientists to use it with, but usually due to the slow time between proposing and building I'm just about finished by the time the project is done. So I only get to use the first 2 tier boosts. I have never been able to time ISS perfectly though and usually have at least 15 turns waiting to propose it.