Cloudgatherer:
It sounds like you've done everything right to me. You have a campaign-sized plot, as well as smaller plots, dangling for the players to grab.
Problem is, not all players, or all parties, have an aggressive style of play. Given too many choices, they may not be sure what to do. In my own campaign, the party recently entered into the capital of a major nation. That same week, one PC has been contacted by a mysterious "agent" about possibly being hired for work, the whole party has been set upon three times by halfling assassins, and one PC had half his money stolen (they lost the little thief when he busted out with a surprise Obscuring Mist spell.) In spite of all this, given free reign last session, they didn't take the initiative to follow up on any of these leads.
I expected them to maybe try and discover who is trying to kill them. Maybe locate the thief in the city and get the one PC's money back (it was a substantial sum, he'd just converted it into ruby-dust coins.) Or perhaps figure out what was going on with the "agent." Instead, they didn't seem to have any clear direction.
Why? Because I hadn't provided one, and that's what they want and expect. So next session, I plan to give them a bit more of a framework in which to operate.
Bottom Line: Give your players the opportunity to freely do what they want to, but don't hesitate to send adventures after them either. They may prefer it that way, even.