For ease of work I sometimes add a new surface shader in the main node view, give it a name, and then from the plane node, find it and set it as surface shader (instead of the default 'default shader'). Then you can stack whatever in the main window as children of that surface shader, or whatever way of stacking you prefer. To avoid any conflicts with naming convention (twice or more the same node name, especially within and outside containers, may cause trouble), I delete the default shader from within the plane.
Unless the main window is very cluttered with hundreds of nodes, and there's not enough space, of course.