This week's Ask-a-GM comes from our mailbag. Cody asks,
I'm currently GMing a game for a group of friends, and I'm having a big problem getting them to make decisions. I had decided from the start that I would simply decide where the bad guys were at any given moment, and let the players decide how to defeat them, so I didn't railroad, and it would be their game. I started the game, ran the first session, and then *smack.* The players looked at me expectantly for a plot hook. They knew that there were three big bads out there with a stolen jet engine and nuclear bomb plans, but they wanted me to essentially tell them where they were. I tried dropping small hints at what they could do, but I basically had to say "go here" before they would do anything! So how do you nudge players in the right direction without railroading them?