The choices we present the PCs are more implied rather than overt. These aren't like the old Choose Your Own Adventure books with really strict decision trees. We just describe stuff, and the PCs can make choices at any time.
Some scenarios, by engineering, have a few solutions to solve it. Either due to time, to the unique situation, or to the fact you're put on the spot. Or you have a situation where PCs side with one faction over another, take one deal vs another, etc.
I'm going to give an example from the game Dragon Age: Origins.
[sblock]At one point, the player is presented with a problem. A boy is possessed by a demon. The demon isn't going to kill the boy, it wants to live in his body and experience the world, and in exchange the boy gets to do whatever he wants with the power the demon grants him. It's a symbiotic relationship, but the boy is using the power abusively to do wicked things and the demon isn't inclined to stop him.
The player's options are:
Let the Demon and Boy go free.
Kill the boy to kill the demon.
Enter a special plane to slay the demon on its home turf, saving boy.
However, to do this, a human sacrifice is necessary. The boy's mother wants to sacrifice herself to free her son from the possession. (And if you go and face the Demon, the demon offers you power AND leaving the boy alone, in exchange for its life. Or you can slay it.)
Obviously if this were a tabletop game, the group might look for another solution. But they may not have the
time for that. While they look for a better solution, the boy could do horrible things. Or he could escape, meaning they have to hunt him down. So in this situation it's an ultimatum.
To use a slightly less harsh situation, the players meet a man who poisoned the boy's father (putting him into a coma). He was paid to do it. This guy also happens to be the only one in the castle who can perform the human sacrifice ritual to get into the special plane. He is not responsible for the demon possessing the boy, and he wants to do everything in his power to help,
knowing that it won't help him escape punishment. He wants to make it right.
After the fact, the player's option is to:
Ask for leniency on behalf of the guy. He helped, with no motivation for himself when he could have stood back.
Let the guy get executed. [/sblock]
If that's not the type of choices you give/want to give your players, that's fine. But situations where they have an Overt decision they need to Make and it's going to Impact things are the sort of things I'm looking for.
Basically how to create these situations, how to make them important/relevant, tie them to the story, etc.