RE: GM'ing 101: Stories with Details
Details are important, they make scenes more alive. I try to use aspects like these and to include all senses. There's a post-it note on my GM screen with two words: "color" and "smell". I tend to forget colors (if it's not for hair or eyes) and smell (if the group's not in a sewer or entering a tavern). But a lot of places have typical smells and colors bring life to a scene.
Though there are some players where you have to be cautious with details - those that think everything's plot related:
The group comes into a tavern you describe it as empty but for the landlord and a group of elderly folk gossiping in a corner.
"Ah - what are they talking about?"
The poor GM makes something up: "Oh, how the times used to be better in their youth, when the mine was still in operation."
Ask me how we spend the next two evenings... exactly, trying to find what dastardly reasons were there for closing the mine. Including breaking + entering said mine and the local lord's house. Well, what a surprise... there were some nasty cave spiders in the mine - a GM's revenge for too curious people ;)
I think that's one of the things that sometimes gets a novice GM upset with the players. However, one of the secrets is that if you're clever enough everything can be plot related.
Abandoned mine? Perfect bad guy hideout, former or otherwise. Link it back into the main plot and presto!