Not straight up.
The thing with Ars magica is that it is far more cooperative than many games- the players are part fo the design of the covenant and its inhabitants. As such, depending on how the covemamt turns out, adventure hooks are looked for.
The covenant is where the mages live- like characters it is created with virtues and flaws, its library and resources determine what is available for the characters, the age of it playing a role and determining where the characters fit in. So starting players in a spring covenant (new) could be the founding members, while in an Autumn (Just off its peak of power and beginning to decline) or Winter (badly declined- a lot of resources may be lost or need to be refurbished, truly powerful items may be around but nobody remembers them or knows how to use them etc) covenant, some truly ancient wizards, on the cusp of dissapearing into magic twilight, may be the rulers and sending the characters on errands to fuel their research (so the characters may have to follow their orders while trying to rebuild the covenant).
Also- in some groups the storyteller position is switchable- the current storyteller's character being involved in research/learning/ designing a spell etc while the other character's adventure.
So, in short, set up time takes a while, style needs to be decided on then then we can get going!