One of the GMs I play under has a real problem translating the forest into trees, when it comes to campaign storyline. For instance, if the object of the game is "Collect the 13 Treasures of Rule," he'll come up with a detailed world for them to be in, a ton of big, bad villains, and then have absolutely no clue how to connect the PCs to it. So he comes up with a scenario based solely on the metaplot, then waits for us to come find it.
We start a lot of adventures something like this...
DM: "Um ... you get to the town, and, um, there's a notice on the tavern wall that Duke Unpronouncible is looking for adventurers."
PLAYER: "Okay, I go up to the bartender and say, 'Ho there! I am Chunk Swordsmite, just returned from forays into the Pomarj. Pour me a mug of your worst swill and tell me about this Duke Unpronouncible and his job offer!'"
DM: "He gets you a drink and tells you where the castle is."
PLAYER: "Ah. Hmm. 'So, my chatty barkeep, is there anything interesting to do in this town?'"
DM: "He tells you some local gossip."
PLAYER: "Well, he's a bundle of fun. I look around the tavern, who else is there?"
DM: "Some townies. Farmers."
PLAYER: "...Uh huh. Fine, I go to the castle. What's the town like?"
DM: "Just a bunch of buildings. With farmers."
PLAYER: "What are they made of?"
DM: "I dunno. Buildings. Anyway, it isn't far to the castle."
PLAYER: "Okay, fine. I assume it's a big stone box with a gate."
DM: "Pretty much."
PLAYER: "Is there a guard outside?"
DM: "Yeah."
PLAYER: "'Ho there! I am Chunk Swordsmite, just retured from forays into the Pomarj. I've come to inquire about Duke Unpronouncible's search for adventurers!'"
DM: "He tells you where the Duke's office is."
...and so on. It sometimes makes it very difficult to actually care whether we find the 13 Treasures of Rule or not. FWIW, he is aware of this issue, and has been getting better over time, but his settings sure are lonely places -- even in a room full of people there's nobody to talk to!
-The Gneech