I've been a real big fan of Israeli Theory ever since I first heard of it. Couple of really subtle and powerful tools for table management, but the important lesson is that you don't have to be the GM to use them. Every player at the table shares the responsibility of keeping the game entertaining for every player at the table, and every player has the tools to bear their share of it.
Not every player has heard of Israeli Theory, or subscribes to it. Most players, I suspect, would not be caught dead doing homework to be better gamers.
If your players seem like they don't know what to do, don't know what they could do, pick one of them and ask-- "What do you wish your character knew about this situation?" If your players complain that you do not give them enough information, encourage them to ask more questions, and encourage them to tell you what kind of information you're not giving them enough of.
If they're arguing, pick the one who's arguing the least, address them by their character's name and ask them, "Character, what do you think we should do?" The simple act of picking them out to be the leader, more often than not, will coax the other players into following them.
Trick is, you don't stop the game to ask them how to improve the game. If you don't know what they to get moving, make asking them how to get moving part of the game, indistinguishable from any other "what do you see?" or "how do you want to do this?" The more of your campaign you make your players responsible for, without letting them know they're responsible for it, the more engaged they will be; the more engaged they are with your campaign, the more brilliant they'll think it is. That's just math.