In my mind i already started planning where they were headed and what they should do, but i feel that they wont have enough space to do what they want, during our sessions I imagined other routes that they could have followed but they do exactly what everyone tells them to do.
This is where you might be going wrong. It is utterly natural that you plan paths, anyone who has ever run a game has been down that road. It is not a good road. It will lead you no where good. In my not so humble opinion role playing is about making a shared story, not the GM's story.
MERP (ICE one) had adventure modules which would just describe places of interest, NPCs, and various factions. There would be a dozen or so paragraphs at the end each detailing a potential adventure hook. This is a very nice approach indeed. It provides the GM with lots of background and reasons for things being they way they are but does not force players to interact with those in any prescribed path. The players can chose what to do, how they do it, and in which order. Doing things this way also is a lot less work than planning every possible options -- the players will always pick the one that you never thought of in any case!
This approach allows the GM to have hundreds, if not thousands, of potential hooks they can weave within PC's backgrounds, as rumours or stories within the world, and as flavours. If anyone in the valley refers to those three snow covered peaks as the Guardians, what might be hidden there?
The GM's NPC is another easy mistake to make. We all love Gandalf and he is the best example of the GM's NPC: all powerful, full of good advise, and a shinning beacon in the deepest night! It works in a book. It does not work in a game. Let the players be the only ones making decisions as to how to do their quest.
Clearly, this is daunting for new players: the agony of choice! Here the GM can nudge things using the PCs' backgrounds as a starting point. They need to go to the tomb of Fred which happens to be close by the village of Ook where PC 1 has a brother who's married to a smith. Not only is there a main plot but a potentially nice side quest involving the in-laws.
Having a conversation as to what kind of game the players want is a good idea. What do they want out of the game? What sort of story do they want to be part of? The same page tool might help here to set expectations.