[MENTION=82106]AbdulAlhazred[/MENTION] yeah, using wandering monsters or similar techniques to get things moving along sounds like a good idea. Planning a few such "kick things along" encounters is probably a good idea. This was a city encounter and they were in a "safe" zone, so it would probably have to be a bit more indirect.
We did some very light RP, but mostly it was formulating a plan of what to do and such. I really liked that the players came up with the idea, it is those ideas that helps the players get into the setting, instead of feeling they are on a premade adventure railroad. It was pretty obvious to the players that I was winging it, so they knew they had come up with something smart. Especially after acing all the checks.
I really think quick summaries/narrations, either by the DM or a player is something that's underrated, or has been underrated in my group. It helps things move along at a pace that keeps the session interesting for all the players. If it's something that kills sessions is the ones that just aren't going anywhere. Mostly, I think it's the players responsability, but if they fail, the DM really needs to step up and gets things moving.
We did some very light RP, but mostly it was formulating a plan of what to do and such. I really liked that the players came up with the idea, it is those ideas that helps the players get into the setting, instead of feeling they are on a premade adventure railroad. It was pretty obvious to the players that I was winging it, so they knew they had come up with something smart. Especially after acing all the checks.

I really think quick summaries/narrations, either by the DM or a player is something that's underrated, or has been underrated in my group. It helps things move along at a pace that keeps the session interesting for all the players. If it's something that kills sessions is the ones that just aren't going anywhere. Mostly, I think it's the players responsability, but if they fail, the DM really needs to step up and gets things moving.