Don’t misunderstand me. In a lot of my posts I advocate listening to your PCs for your ques on where to take the game and that is what I believe a good GM does. However, that doesn’t mean you should do nothing but sit and listen. As the GM, it is your job to provide the options and the PCs’ job to choose the direction.Putting together a good game is a collaborative effort and putting too much of it on your PCs is just as bad as taking too much of it away from them. Also, if you contribute nothing, most PCs won’t move in any direction because they don’t know what their options are. So it is up to you to keep things moving along and be an active tour guide through the world you’re running. Here are the things I keep in mind when trying to do this: Rapid fire plot hooks. My style is to take five minutes or so with each of my Players and Q&A them on what their character’s feelings, thoughts, interests, aversions, and goals are at this moment and I don’t do it just once or every once in a while, but I try and do that at every single session. During this time I do word association with plot ideas. Whenever they tell me something about their character, I shoot out a plot hook or three, trying to get a lot in during that 5 minute conversation. Hopefully I’ll notice when one or more of the things I suggest spark some interest and note those down. Then I look at what I have from all of my PCs and try to figure out how the things they are each individually interested in could possibly be tied together Kevin Bacon Game style. You know, this event ties to that person and this interest which ties to another event and other people etc. In this way I boil down my PCs’ natural inclinations into a direction for the game to go in. Play ball. Once I’ve gotten lists of plot hooks that generated interest from my PCs I don’t stop there. Interests change from month to month and sometimes from session to session. What interested them last week may be boring this week and the very last thing I want is for my game to get boring. Try and think of the game’s focus as a ball that only one person can hold at any one time. Under optimum circumstances the ball will go from you to PC1, back to you, then to PC2, back to you, then to PC3, then back to you and so on. However, if someone becomes bored with what is going on you may find them becoming uninvolved in the ball game or you may find that a single PC has taken over all of the ball game. Maybe you’ve become fixated on a plot involving the underworld, but only one of your PCs has a solid connection to it or vested interest in that. The others showed interest early on, but since then their interest has waned. Time for more rapid fire plot hooks to ensnare them again. That may mean you have to toss out or tone down the underworld stuff, but it is your job to keep everyone involved in every session. No exceptions. Keep things moving. After session each PC should leave with two things: a sense of accomplishment and a feeling of curiosity about what’s going to happen next week. Keep a watch on them as individuals for where they see themselves as being right now and where they want to get to. It is your job to find out if they have a good idea of how to move from point A to point B or not. You may think you’ve left clues for them, but they may have missed those clues. Sure in the real world that means they flounder, but this isn’t the real world. Watch for floundering and give them a shove in the right direction to get what they want if they need it. This can be something as gentle as reminding them of the clue they got and promptly dismissed/forgot about or as blunt as blatantly telling them that they might want to call this contact or check that lead out. If your PCs have hunches and follow them, great, if they don’t, there is nothing written anywhere that says you can’t manufacture a hunch for them. Reassess reassess reassess. As I’ve said before people’s interests and their interest levels can and do change. You should constantly be talking to your PCs and gauging their interest in what is going on and modifying things as necessary. Think of each PC as an individually burning campfire over which you are cooking one part of a larger meal. Some times all the fires will be burning along nicely on their own and you should be checking the dishes that are cooking. At other times, the fires themselves will need more fuel or some adjustment or something to keep the heat where it is needed. Either way, you should always be looking for ways of interconnecting the dishes to form a more cohesive whole. However, you should also be willing at any time to toss out part of the meal if it isn’t going well and replace it with something else so whatever you do, don’t get too attached to any one component. The PCs are your primary source of momentum, but you are their source of fuel. You should never find yourself just observing the game as they play it. Even if they’re having an in-character group discussion, feel free to participate by clarifying certain misunderstandings or adding new knowledge that you think one of them should know or suggesting possible interpretations of the clues at hand. Real life has ebbs and flows, but your game should never ebb for any of your players. Be active and make sure nothing is stalling out without your knowledge.