Not to sound too obvious but, did you ask the players what they thought and what type of campaign they want to be in? Usually when I DM I ask my players what sort of campaign they want to run before I plan it out.
But as far as advice goes, and I believe this has been mentioned somewhat, let your PC's do something entertaining; such as go to a fair or go exploring somewhere. I actually have a demiplane created by the god of lavishes, over indulgence, laughing, and selfishness, that is just one city that celebrates all the time. Anyone entering the plane has to make a will save DC 25 or be elated, overcome with joy and suffering/benefiting from a desire to celebrate anything and everything.
I believe there was only 1 combat in the adventure that took place on this plane, most of the time was spent bribing people to give them information about an artifact and of course partying and shopping.
Also, when you design an organic campaign don't envision endings that are constrained by particular events. Think of as many possible endings as you can and then realize the PC's will have even more options. Instead of drafting an ending develop all the pieces (NPC's, items, etc) that interact with the ending. This way if the PC's change their mind about something you don't need to rewrite anything (since nothing is written in the first place) and you have a list of npcs and places and events that the PC's can interact with. As the PC's influence the story you can change it on the fly. Have a plot, make sure the players are interested in the plot and their characters, develop NPC's connected to the plot, visualize some possible actions and events, and then you can guide the pc's down towards the "end". Think of it like a river, you are the banks and the PC's are the water they need to go in one direction (progressing the plot) but they have room to move about.
But as far as advice goes, and I believe this has been mentioned somewhat, let your PC's do something entertaining; such as go to a fair or go exploring somewhere. I actually have a demiplane created by the god of lavishes, over indulgence, laughing, and selfishness, that is just one city that celebrates all the time. Anyone entering the plane has to make a will save DC 25 or be elated, overcome with joy and suffering/benefiting from a desire to celebrate anything and everything.
I believe there was only 1 combat in the adventure that took place on this plane, most of the time was spent bribing people to give them information about an artifact and of course partying and shopping.
Also, when you design an organic campaign don't envision endings that are constrained by particular events. Think of as many possible endings as you can and then realize the PC's will have even more options. Instead of drafting an ending develop all the pieces (NPC's, items, etc) that interact with the ending. This way if the PC's change their mind about something you don't need to rewrite anything (since nothing is written in the first place) and you have a list of npcs and places and events that the PC's can interact with. As the PC's influence the story you can change it on the fly. Have a plot, make sure the players are interested in the plot and their characters, develop NPC's connected to the plot, visualize some possible actions and events, and then you can guide the pc's down towards the "end". Think of it like a river, you are the banks and the PC's are the water they need to go in one direction (progressing the plot) but they have room to move about.