One thing I have noticed as I am DMing a very story-heavy campaign right now is if you can get even one of the players interested and engaging you about something in the gameworld (usually easier if it directly impacts his/her character) that enthusiasm is contageous as hell.
I began to do side-story type stuff for the players (running a super hero campaign) and really pinging off their characters backgrounds (which for some came easily, and for others I worked with them to get them to a place where they could have fun, and I could plot off of). The response I've gotten is tremendous. They email the crap out of me now wanting to know what's up with this or that side-story - they're actively asking "who what when where how" in-character.
I have to also say that we are a combat-loving group. A session with no fight is boring to us, and I do alot of this extra story-telling away from the table to accomodate our table-mood, which is "it's been a long week, let's wail on something." My experience is it gets them inside their character's head and then when we all get to the table they've got a ton of ideas of where they want to develop or go next with little wasted time. We hit the encounters I want them to hit, I advance their "issues" a bit, and they leave the table talking about the next session already.
We've experienced setting "blah" before as a group, so maybe your guys are similar enough to my guys for some of these ideas to work.
I began to do side-story type stuff for the players (running a super hero campaign) and really pinging off their characters backgrounds (which for some came easily, and for others I worked with them to get them to a place where they could have fun, and I could plot off of). The response I've gotten is tremendous. They email the crap out of me now wanting to know what's up with this or that side-story - they're actively asking "who what when where how" in-character.
I have to also say that we are a combat-loving group. A session with no fight is boring to us, and I do alot of this extra story-telling away from the table to accomodate our table-mood, which is "it's been a long week, let's wail on something." My experience is it gets them inside their character's head and then when we all get to the table they've got a ton of ideas of where they want to develop or go next with little wasted time. We hit the encounters I want them to hit, I advance their "issues" a bit, and they leave the table talking about the next session already.
We've experienced setting "blah" before as a group, so maybe your guys are similar enough to my guys for some of these ideas to work.