I cut these up into "cards" and have my players pick one from a deck when the game starts to drag (provided I am in a city). It is sometimes hard to choose how to pick up the game while being "fair" to each players needs. this way, it is fair or on the player who pulls the card.
A pretty handy free product that goes a long way in showing the capabilities of the adventure hook line. The twelve hooks are varied enough where it doesn’t seem like the same rehashed idea over and over and lets a GM/DM/ST get out of any ruts they may happen to be in.