I do a lot of written GM'ed RPs that have just a single player, and often struggle with deciding what kind of a situation to leave the player in. Like if I have too much going on in the scene it feels a bit "railroaded", but if there's not much going on it just feels kind of empty with not much for the player to do. I generally try to end every post with a situation that is interesting and open-ended that allows the player to approach it in their own way, but it's a bit tough to ensure this for [i]every[/i] post. So I wonder what your thoughts are on this matter and how one might effectively approach what I suppose could be called "scenario design" - but moreso on the micro scale (what to leave the player with on every turn) than the macro (overarching plot).