airwalkrr
Adventurer
The best suggestion I can make is pretty simple, but very effective. Start small, and build slowly. Begin with a simple plot hook, a dungeon, wizard's tower or something like that for the PCs to explore. Provide them with the rudiments of a motivation and let them justify it for their characters for themselves. After you are done with the dungeon, you can always go back. There can always be a lower level, or a portal to a demiplane that is still somehow part of the dungeon. Or you can expand outward. Use a small town as the home base for the PCs but introduce a hook to take them to a larger city. Once in the city they can be approached by someone who has heard of their exploits and offers them work, leading to bigger and better dungeons and so on.
The worst thing you can do IMHO is design an entire world from scratch ahead of time for a homebrew setting and expect your players to get into it. It's best for them to experience it a little at a time, getting to know it as they go. That way they really feel a part of it. Part of what made Forgotten Realms so enchanting was Ed Greenwood's regular articles in The Dragon describing the world from Elminster's perspective. Small pieces of the world were developed in players' minds over a long period of time leading to a huge attachment to the setting.
The worst thing you can do IMHO is design an entire world from scratch ahead of time for a homebrew setting and expect your players to get into it. It's best for them to experience it a little at a time, getting to know it as they go. That way they really feel a part of it. Part of what made Forgotten Realms so enchanting was Ed Greenwood's regular articles in The Dragon describing the world from Elminster's perspective. Small pieces of the world were developed in players' minds over a long period of time leading to a huge attachment to the setting.