You ever played Tales of Symphonia? Eberron can look a lot like the flourishing world Tethe'alla, from the magitechnology to the racism to the church struggling with fractures and corruption. If your players are more about video games, and you borrow some ideas from there, the familiarity might appeal to them. Some video gamers seem to latch onto RPGs best when they make the connection to what they're already doing, except that the NPCs don't always say the same useless thing, and you don't automatically have to stop because there's a mountain, a river, or some different-colored ground in the way.
Maybe the local church has hired the gang on for a very easy job. Just go to safe, simple to reach (but inconveniently distant) Location A, pick up and bring back Thing B, some object or material required for some upcoming religious function. No problem, except when they get to Location A, Thing B is not prepared, because NPC C (the guy on the supply end) has vanished, fallen ill/injured, or died, being some fallout of Plot D by NPC E (unrelated bad guy who did not target NPC C, but simply doesn't care if people get run over while he's doing his thing). The players can go back and report to their patron, try to come up with Thing B on their own and bring it back, or try to investigate what's wrong with NPC C and gradually uncover and get involved in Plot D, whatever that is.
You don't want to overwhelm the players with options or they'll get lost and stuck, but do try to emphasize that they have choices, and those choices matter. Perhaps if they report back, the church sends out investigators and finds out about Plot D, and works to oppose it, but D has a major head start. If the players come up with their own Thing B, Plot D is missed altogether, and succeeds without a hitch. If the players investigate, they throw a wrench into the works, possibly foil D altogether, and may have thrown a stone which sent ripples reaching all the way to the eventual BBEG.