Communication is key. Most of the time it seems that we plan an event (or whatever you're calling a scene/plot/shindig) first, and gather players to that.
I think we also need to try and focus on the opposite: Get a group of people, and then do a thing. Not to imply that this isn't already done, but it definitely needs to be more prominent in our organisational minds. You need to find out what kinds of stories the players are interested in, and how best to accommodate each of their specialnesses in order to best bring their character to the fore at various points.
With this in mind, railroading to such an annoying degree as in @faraday's quoted example won't need to happen, as you'll already know what the players want to do, and will have constructed your story (or whatever) accordingly. They don't want to fight bandits, but want to investigate x, y, and z? If they successfully evade the bandits, they get to investigate a crime scene, or whatever. If they don't, then they can connive a way out of combat.
Construct a story in a way that the players will want to follow your breadcrumbs, and give plenty of ways for them to gather those breadcrumbs, and you won't need to worry about railroading or fighting ogres or anything else.