Clint_L
Legend
One other thing that I will add, is that I find a lot of our best story moments come from failures and unexpected turns, not successes. I've had whole story arcs that turned out completely differently than I had imagined both because of player choices but also because of the rolls I made and they made. That makes the game WAY more fun for me, because even though I put all the pieces in place at the start of the arc, often in painstaking detail, I have no idea how it is going to come out, and so I get to experience the story along with my players.
This is partly down to how I build my campaigns: they are extremely sandboxy, so depending on what the players do and how they fare, some storylines never even get touched (this is fine; I save them for a future campaign). For example, I just ran a campaign centred on a port city, and came in with a half dozen significant storylines prepared and about a dozen 1-2 game story hooks as well. By the time they moved on, only a few of those had been touched.
This is partly down to how I build my campaigns: they are extremely sandboxy, so depending on what the players do and how they fare, some storylines never even get touched (this is fine; I save them for a future campaign). For example, I just ran a campaign centred on a port city, and came in with a half dozen significant storylines prepared and about a dozen 1-2 game story hooks as well. By the time they moved on, only a few of those had been touched.