I usually run games/campaigns that have a starting point and a definate ending point. For the party to be completely successful, they need to get to the ending point. I do however have everything sketched out so that if they want to go on a side trek over the mountain instead of just following the path/road, they can and will have various things to "encounter" along their chosen route.
I have found that if you allow the party to decide what direction they wish to go, they tend to enjoy the game more and gives them a sense of having controll over their characters. If that means that they don't go in and investigate the cave over there and miss out on finding the +3 sword after fighting a hard battle with a horde of creatures, they can. Maybe they weren't in that good of shape from a previous battle and are trying to avoid more fighting until they have gotten to heal more. Better to let them choose to not have an encounter and have the game continue on as opposed to force them into the cave and have most if not all of the characters get killed because they were in shape for that large battle.
That said, there are some instances where you may have to "force" the party into a particular encounter. I have had this before when there was a need to have a new character introduced to the party. In this instance, I had to have the party go a certain way. I was still able to have the party "decide" to go in that direction by leaving a trail for them to follow. Since they were looking for signs of a group of Drow, I simply left a trail of blood lead into the woods from where there was obviously an ambush of a group of wagons that were travelling the road. Once they "took the bait" and started following the trail of blood, my railroading of the party was now finished.
"You go 50 feet and come to a Y."
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