A couple of people have already given my best advice - have three things going on, and let the players decide what to do about them. Three is an ideal number to give choice without burying them in options, which usually induces decision paralysis.
I think it's best to start very small, with a detailed home base locale such as a village that you can reuse, and some nearby adventure sites. The home base should include several detailed NPCs, some of whom have their own things going on. It should have enough resources that the PCs don't need to leave right away. A roadside inn is too small IME, but a trade village with inn, shops, church, a manor house for the local lord et al, might be enough.
rogueattorney said:Finally, the 8 most important words that should be uttered at the end of every session... "What do you want to do next time?
Ask them questions - leading questions for sure, but ASK, and then USE their input.
For example, they get back to the village after being in the dungeon for two weeks; ask the rogue "What seems different in the town's mood today?". Ask the cleric "What holy celebration or season is coming up next?"; tell the wizard he's smelling an odd, sharp smell every time he goes over to one side of town. Ask him "what does the smell remind you of? Where do you think it is coming from?", etc... You can connect these questions to adventures you're offering to run, or you can make them free-standing questions that you know nothing about. Just be prepared to improvise when they bite!
and that would be railroadingYou can lead a horse to a sandbox, but you can't make him drink.
Which is good, because you know, sand.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.