The Freedom to Choose
Sometimes, as Dungeon Master (DM), we have to be explicit with where to go and what to do next or we risk leaving the party either confused at the lack of direction or hampered by analysis paralysis. It’s important to know when to railroad the party to the next scene or point them the right way to keep the game moving. Often you can preface this with phrases like “you see…” or “you realize…” followed by something along the lines of “…that the only way to proceed is through the oak doors to the north of the chamber” or “…that the criminal you’ve been pursuing has gotten away and you’ll need to regroup at camp.” This is fine and sometimes necessary!
Otherwise, it is vital to give the party the freedom to choose their next course of action. What this looks like depends heavily on context. There should be more than one hardcoded way to proceed, to gather information, to diffuse or overcome a conflict. The important part is not to overwhelm your players with too many options at once.