How to handle a lot of plot hooks at once?
I've been working on a new adventure for my players and the start of the campaign is intentionally chaotic and provides a lot of potential leads to chase. I have something like 6 things immediately putting pressure on the players. The opening of the adventure presents a scenario where everything that can go wrong did go wrong.
I don't want to overwhelm them with choice, but I also want them to have the choice to pursue any lead that feels the most important to them.
Up until now I've largely run more linear adventures or only provided one or two plot hooks at a time. I think providing a lot could potentially be a bad idea, but my goal is to create a more sandbox-like adventure that spreads out from a chaotic beginning.
Maybe I should be doing something to seriously underline only one or two of these major plot hooks at once? Yada yada over a few of them but provide some extra detail on a couple of others?
Edit: I think including the context that the adventure is a time loop and that choosing to pursue one hook over the others won't necessarily lock players out. I'm just trying to find a way to minimize information overload and choice paralysis so that things are digestible and fun for them.