If I understand correctly, the problem is that the group is having trouble agreeing on what to do next, and they tend to waste game time arguing on it? They argue on all levels of problems, from the petty ones, like whether they will be sleeping in a room at an inn or in the stables, to the big ones, like what is the ultimate goal the group is trying to achieve?
First things first, the big picture problems
Discussions during the game are a good thing, they show the players are active and really want to achieve their goal and they're doing their best. That is the fun of RPGs: overcoming problems and accomplishing something. The problem starts when there is no clear goal that they are striving to achieve.
If the players are forced to discuss the big plan in session, that means that not enough work was put into character and team creation before the actual game. It looks like an expectations problem to me. If you think about it, in real life the situation would look exactly the same. If you put together a group of people with no common goals ad set an arbitrary rule that they should stay together and work together, such discussions would emerge naturally. There is nothing really keeping the team together besides the players and game rules/mechanics/convention.
When looking for ways to fix this, id suggest reading through the FATE Core rulebook. It has a very interesting way of creating a team and main arc of play. You may not find it to your tastes, but it pretty much makes sure you have a team that has a reason to travel together and that every player knows and approves of the teams goals.
In short, the process of creating characters and determining the main focus of the story is collaborative, group work. Everyone discusses it and has his input, until everyone is satisfied with the results. Players must write out how their characters met and what binds them together. They also decide on two (more or less) main issues they want to solve in the campaign. The book is free to download here, so give it a try.
The little things
This is a bit harder problem and it may have several causes. Why do your players squabble over petty matters?
Maybe thats just the personaity of some of them - you cant really help it, if they go by the rule "its either my way or the highway" and at the same time tend to pay close attention to details.
Maybe youve got some players with a "gotcha" trauma. If someone played with a "gotcha!" GM, the decision whether he enters one tavern or another and whether he uses wet wood for the campfire actually becomes important! Last time he made campfire, he got attacked by bandidnts, just so, out of the blue, "cause they saw the smoke on the clear sky". If so, you have to talk with them about it, explain that such details dont really matter in your campaign and youre not going to shout "you didnt say that you got dressed/ took a knife with you!".
Everything in between
All the discussions in between the two extremes are a good thing. They show that the players are engaged in what they are doing, they have fun looking for a solution of the problems they face. But if reaching a conclusion about the course of action takes way too long each time, you may want to designate a team leader. This may be a chaging role, passing from one player to the other every session/story turn. Tell your players that its like in the military: Its all ok to lay down your arguments and try to convince others why youre right, but in tight situations, in combat, or when there is something that needs to be done, there has to be one decisive person. Like in the special forces - everyone can say what he thinks (if time allows), but once the leader decides, everyone follows, no matter if they agree with the decision or not. And it is the leader held responsible for his decisions.
If you try to implement the method mentioned above, the players will all lay out their ideas, discuss them, but if it starts to turn into an argument, youll just say the leader feels its time to make a decision and use his authority. "Martial law" you may call it. Just make sure that the players understand why does it make sense for the game and in the game world as well, so that they wont feel bad about it.