>People on Veeky Forums will often complain about railroading, and most of them don't know what they're talking about. It's pretty impossible to lay a campaign without following the suggestions of the GM; because if that's the case, why even bother having a GM?
TO ACT AS JUDGE, which is what they used to be called.
You actually can play a campaign with zero GM suggestions at all. It's called "sandbox" play, and it totally works.
Players love it because the GM isn't holding their hand like a goddamn child.
GMs love it, because the players can't blame them for anything if it goes wrong, "My character died, it's obviously the DM's fault."
rpg.stackexchange.com/questions/662/what-is-sandbox-play
As a GM, you need to be able to improvise reactions to player decisions on the fly though.
"But there's no story to it."
Yes there is, you just have to incorporate it into the improv. Instead of RAILROADING your PCs around to the story, make the story follow the PCs.
- If the PCs are supposed to go to Waterdeep, but decide to go to Shadowdale instead, then the antagonists are suddenly-mysteriously in Shadowdale!
Player: "How'd that happen?"
GM: "What do you think?"
Player: "We must have been spotted when we tried to sneak out of town."
Other Player: "OMG, they're onto us!"
Shit like that. Let them fill in the blanks for you with their wild speculations. It's awesome.
One more time: Never-ever railroad another player, they will eventually see through your manipulative lies, get bored, and stop playing. Unless they're stupid.