Early on, I create conflicts.  The real stories in my gameworld don't really kick in until the players get a little rep for themselves.  (like level 5).  This gives me a chance to gauge how my players are going to react in the future to similar stimuli.  Some players are predictable, some players aren't.  
When creating a game, I always start with the "what", in this case that's the conflict.
"An ancient artifact sits in front of you, slowly growing warmer and brighter."
Okay, now I look at the situation and address the "why".
"A wizard created a device of unknown power and his fried corpse is in the corner."
Now that I know what the problem is, why it's a problem, I look for answers.  Obviously an arcana check exists here, but what if noone is good with Arcana?  Okay, how about a "use device" type check?  What about just smashing the dang thing?
I can't respond to the players actions if I don't know what the possible outcomes of these questions are.  D&D doesn't run itsself.  Maybe the kobolds run away when the Paladin crit one-shots their leader, maybe they go kamakazi.  These are decisions I make beforehand.
Otherwise the players are fighting meaningless battles for no reason.