When playing, I'll bite just about any hook that comes my way if I know its going to be the only hook around. I'm a nice player, though.
Going a bit into my own hooks:
Looking back at our games, I handle plot-hooks in a far less, hook -> adventure, hook -> adventure method.
At the end of a session, I ask the PCs what their plans are, then develop the next session from there. Oftentimes, the PCs will spend a good amount of time in town asking about the area, getting an idea of the various adventures to be had about. There is a gnoll problem in the Farfields, the lizardmen are taking over more territory through which travelers come to the city, and Lady Abedeu is hiring adventurers to investigate something and paying quite a large amount but noone knows exactly what.
The PCs work on loose ends from the last session, taking care of whatever it was they told me they were doing this session, then after it is over, they tell me what their future plans are. I then write up something for that while throwing in "unavoidable" circumstances, like assassins coming after them or undead showing up nearby, so that they have choices in what they do. Plots then intersect in a Dickensonesque way and crazy times ensue.