So my family (my current beta RPG group) and I just did our second session, in which they had to deliver a shipment full of illicit and unknown goods to an Imperial Officer for his own "independent business venture" and as an extension of their favor, they had to break into a secure Imperial Records facility and erase sensitive data that could link this business venture to the Officer in exchange for 1,000 Credits.
The adventure went great: they had help along the way from some inside men working for the Officer, got to the records facility, and ended up in a fight against a Stormtrooper (who stabbed a few of the crew) before the Outlaw Tech managed to rig some left-behind tools and E-11 Energy Packs together in the facility's power center to overload the place and explode. Next session we're gonna round things out with a space battle; the Officer double-crossed them (imagine how it would look if he let the terrorists go free!) and they have to fix their damaged hyperdrive before they can get out of there.
Here's my problem I kept running into: I had to keep either coaxing them into making decisions or they handled the situation in a manner that would have yielded them little-to-no help at all and I had to have the world lovingly re-direct them to the proper path. Regardless, I feel like they haven't fully "jumped in the pool" yet. Does anybody have any tips on how I can help with that? I'm planning on the next story being completely dictated by them and their actions with no plot and way more of a sandbox feel, but I still worry about their hesitance not leaving me much to work with (not to mention one player is 10 years old and makes his Outlaw Tech Mechanic Droid punch everything).