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To do that, you'd have to 'rip' the models from the game first, then pull them into a program like Blender, rig them and then export them in a format that SFM can use.
You cannot do maps in Blender, at least not to my knowledge anyway...
Please don't use acronyms unless they're really common SFM or Valve abbreviations, or they're already obvious from context (like saying using "STO" in a post after you've already said "Star Trek Online"). We get people from just about every franchise through this forum, and for some reason people assume we know every possible acronym and can instantly tell our STOs from our STHs.
~~~~~
In any case, the answer is "possibly", the practical answer is "probably not".
SFM cannot natively support the models, maps or textures of games that don't use the Source Engine, and while it's possible to convert or recreate such assets to work with SFM, it's a lot of work.
While the workshop already has a lot of Star Trek ships, a couple of generic characters in Starfleet uniforms and a few weapon props, that's all there already is. There's no maps, no named characters, and certainly not any custom characters you might want.
The effort of converting all of that probably makes it far more work than you would want to go to for the project.
Once a project has even a few assets it's missing, it can become a very slow process. My main project is a modern day fantasy world - and while the modern day setting means that I already have any number of maps, weapons, vehicles and props I can pilfer from existing Source assets, every time I haven't got the dwarf, elf or centaur I need for a scene, it can take days.
(And that's even after the fact I'm writing the setting myself and can therefore frequently write to what I have rather than what I need).
As Marco pointed out, there are some Star Trek models on the workshop, and some Star Trek maps on the gmod workshop, so there are some options, but by the sound of it, not exactly what you were probably looking for...