The secret is to not work from what you'd like to do, but to work backwards from what your players want to do.
Seriously, throw out all the prep you have that isn't landing, and just ask your players what kinds of things they want to do. Then, make stories inspired by the actions or accomplishments they want to undertake.
... This does require that your players have some idea of what they want to do, though. If you have checked out or uninvested players, there's essentially nothing you can do I'm afraid.
So now I will soapbox to the players reading this: Your job is to be invested in what the DM wants to do. If you don't put energy into being invested, you're not fulfilling your side of the arrangement at the table.
I recently had a player tell the group they were afraid of pursuing things because they didn't want to waste the group's time. I'm like who hurt you.
I mean, you do have to read the room a little and if you're the only one that wants to go to the knitting festival maybe sell it harder or yield. But just quietly being unhappy isn't fun for anyone.