I usually make strong use of personal plots. When I start a new campaign/chronicle, I normally make a small adventure to introduce the setting to the players, then I listen to their aspirations, and try to make the chronicle more and more centered on them.
First of all, pay attention to the character generation. Look for any seed on the story and ask the player to extend on it when you think it is promising. Don't be afraid to ask for minor changes that you know will work better for the setting. Take a list of those seeds, that can be story details, but also character's advantages and disadvantages or even skills unusually high or low. I don't know Savage Worlds, but if the character have things like allies, followers, contacts or enemies, try to get details about them, as their going to work as story seeds.
As I said, I usually play a first introductory adventure. And I use to make a very open an social opening and a more conventional part at the end. During these, I listen to what my players want for their characters. By listening I don't mean asking it straight (that can be also done, but can make things more predictable), but I pay attention to what interests them and what they try to achieve. Update your list with your first game experience. At the end of it, try to get an idea to what the players are looking for, as a group and as individuals.
Then, next adventures are based mainly on those expectations. Using personal plots don't mean diverging from the main plot. The idea is that the personal plots should be the main ones. A personal plot can involve several characters, and a character can seek help in the others if not.
Be balanced about personal plots. Give everyone the same opportunities to participate. Many TV series makes each chapter about a character or some. This is a idea that is worth exploring.
I wrote an article about all of this. Unfortunately, it isn't in English, but everyone who could read Spanish could give it a try if they like.