My 2 cents.
The easiest way to survive on Maso is to ensure you have a planet advantage. If you can manage 3-4 planets for each 1 AI planet, it becomes much harder to lose. The other thing to remember is that diplomacy is your friend. Even without resorting to the 1 IP trick, a good bribe (say, 100-500 credits, or a tech) every year or so will keep most of the AI's off your back if you took some solid diplomatic skill picks. The only tricky part is to actually remember to check the relations screen every so often to see who is starting to hate you.
On Maso the AI will outproduce and outresearch you unless you have a major planet advantage. So make that work for you. Keep them at war with each other, and trade them for the techs and ships you don't have time to produce yourself. Be very willing to skew the economic sliders far beyond what you might do at a lower difficulty level; Spend 100% social when you are trying to grap wonders or trade goods, 100% military when you need to crank out a few specific ships, etc. Think of your game in phases:
Phase 1: Colonize. 91% military, 9% research (approx.) Gives you enough to crank out colony ships every 3 turns, but still gives you a little research. Do this until you have claimed every world you can.
Phase 2: Ramp up economy. 50-80% social, rest in research, no military. Get all your planets up and running with soil, habitat, banking, entertainment, fusion, manufacturing (in whatever order works for you). Pick your highest PQ world and also put manufacturing capital there. Use that world to crank out wonders and trade goods. During this phase you hope that AI's will start sending freighters to you. Also start trading your techs for others you don't have; if no techs, try to nab AI freighters to quickly establish routes.
Phase 3: Constructor maddness. Military 20-40%, Social 10-30%, Research 50%. Pick up the techs you don't have from trading. Start building production/trade/culture starbases in your habited sectors. By now the AIs should be fighting each other, so go nab the resources they are blowing up. Also use this phase to build freighters and max out your trade routes.
Phase 4: Win the game however you want. Either wait for a solid military tech (Dreadnought or higher) or go the cultural route. Military is a bit harder since the AI goes crazy with ship production and races for the military techs.
Ultimately you can win with any starting picks, but right now I prefer Diplo 60%, Pop. Growth 70%, Populist party.