As a DM I feel it is important, as many have already said, to provide hooks, let the players find their own hooks if they're not interested in the ones I propose (I like to "start" the next adventure right at the end of a session so if they don't do what I planned I have plenty of time to make a new adventure) and all of that. But if the players are unwilling to go forth in search of things to help their reputation, make them money, or let them track down the ancient sword their looking for, then nothing happens.
My current group of ten (yes, that many) highly-motivated and exciting players always either pounce on a fun hook I give them or go in search of their own. Their decisions ALWAYS affect the world in a noticeable, if small, way. For example, refusing to help a merchant guard his caravan could lead to the merchant's shredded body turning up in the street, leading to a NEW hook about what happened. In more major arcs (such as the current one, with Bane making a move to steal the Shadow domain), failure to follow through and do the right thing can lead to major changes, namely the rise of the tyrannical bane as more powerful than the coalition of gods that stand against him, plunging the world into darkness. If something like this happened, I would start the next major story arc in the same world 50 years later, with the PCs as members of a rebel group or something, fighting against Bane's agents on the Material Plane.
There is always somewhere a DM can go with his hooks, and if the players don't bite, heve there be consequences that lead to even more hooks.
But first, talk to your players and point out that it is their job to go and do things; your job as the DM is to give them opportunities that could become adventures, until they take a hook.