@Lithium
You do all of that by having a staff corps that has that as a goal, and a design for your game. You have to be engaging as staff and put your time into running stuff like that. And it's hard because, lots of times nowadays, the 'wander the grid' angle won't work. I think a lot of it needs a hook type of thing, enough stuff out there that can be just picked up and run with.
How to seed these hooks is a bit more difficult, as we often hear things from other games where staff say 'Hey, I'll run something' and get crickets. But being assertive, 'I'm going to run a scene where gang members are robbing an art exhibit' is better (but still not perfect, as lots of times that CAN'T pull up and continue organically). Finding some way to tie it into xisting characters, though... 'I'm going to run a scene where gang members are robbing the Dianna Art Gallery' and poke people who have interests there, a Toreador whose stuff is there or something.
Lots of games that don't have some type of built-in external conflict can have this problem, especially when a lot of the conflict for some games like WoD is expected to be personal-driven.