As it is difficult to know which plot lines the characters are aware of at any given time, I would not make such a plan in advance. Instead, I am handling this via sth reminiscend of the Fronts in Dungeon World, where I open a "Front" when the characters get knowledge of a certain plot line and then advance this Front if no one does anything about it...
Seconded. It may have even been you, EinBein, but I've been using a poster's suggestion to use something like Fronts from Dungeon World. It seems far easier and more appropriate to the system for helping keep track of / moving forward various events and key figures' plans and changing motives.
Thanks! Surely wasn’t me, because before we started play three weeks ago, I preferred a model like King for a Day by Jim Pinto in my mind, where a timeline is given for the overall plot and things unfold even if the players don’t know about them. But since we started play, I know how impossible it is to make such a thing work in a big game world like the Ravenlands. King for a Day has a much smaller scope and a more or less defined mission for the players that ensures their interaction with most of the world eventually.
@Brior: Cool! For free flow play, the Fronts are perfect to keep track of all the moving bits and pieces without a predefined master plan that would be the first victim of player whateverism anyway