Jasperak said:
Sounds like the players want to have a little fun before they get to their destination. I would suggest running one or two side treks designed to show off a couple unique ideas that you have about your campaign world. Use a side trek or two to make your world come more alive. Who knows, maybe they can help out a few ppl and find when they reach their destination they find a bard singing their song.
One other thing I would check is to see if they are interested in the adventure they are currently on. If they are not rushing to go on the adventure, maybe you might want to liven it up. More information would help.
I'm one of Geoff's players (the poor sod, HAW HAW!) so I might just chime in here.
We're a 13th-15th level party, with a couple of tank fighters, a rogue/ninja spy, an archer, a couple of wizards (one of whom has a druid cohort), and a cleric/runecaster. It's a big group, but not everyone always turns up, so 5-6 PCs is the typical number for a session.
The setting for the campaign is the Forgotten Realms. Major events in our history include completing the RttToEE, and after that, stopping a mad necromancer from opening a portal to the Abyss. The latter in particular was a majorly tough adventure where we got our butts kicked twice before prevailing.
So we've done a few save-the-world quests, and I think we were happy to take things easy for a change. The most recent session was indeed much easier. We killed some thieves who broke into a royal treasury in Cormyr, and then got into some random encounters on the road to Sembia. Since we were so much higher level than most of the things we met, we were rolling dice to decide who would get the privilege of dealing with them single-handed. Taking on three trolls with my 13th level archer was mucho amusing.

We did fight a nightmare beast though (big-ass monster from the MM2), so it wasn't all fun and games.
We're certainly not unhappy with the way Geoff's been running the game: the reason we're taking the scenic route is because someone was leery about teleporting to a place we've never been before. Maybe it's bad memories about a botched teleport roll from a previous campaign.
Reading the party dynamic, I would say that the majority of the players (including me) are buttkickers: we're basically in it to get into fights and kill monsters. A couple are more tactics or puzzle-oriented. I don't think any of us are what you'd call "method actors" or dramatists. IOW, as long as the journey involves opportunities to smite evil with great righteousness, we'll be happy.