Well, .39b seems to have fixed most of the gamekillers. I haven't doodled around with it all that much, but it seems relatively solid.
As for the story, inspiration comes in many forms... I have to say though, I would not recommend a community fortress. You feel beholden to keeping the claimed dwarves alive, and that they all get equal amounts of "screen time". Not something that someone unaccustomed to writing should undertake.
Instead, just make a story fort. No succession, no community, just story. You are playing the fort, you are transcribing the events of the fort, whether they be fictional or not, and your only interaction with the "audience" is letting them read it. Freedom makes writing so much easier, as you are "allowed" to do whatever you damned well please with your characters.
Secondly, all grand tales have started from adversity. Never pick a peaceful or bountiful area unless you have some massive aboveground construction in store, and with your comments about patience I would not recommend that. Pick some place that will require a lot of blood and sweat in order to survive. It's not quite as impressive when you're taming a wild land that's already pretty damn docile.
Third, everybody loves magma. If you have magma, make sure it features prominently. If you don't have magma, substitute blood and water (think about it for a moment).
Another useful tip is that areas with magma, a flux layer and magnetite deposits are much more interesting for the player, so you'll be kept mentally fresh for a longer period.
Finally, remember to give characters interesting personalities. This is not so much for the benefit of the readers, as they can be entertained quite easily with "means to an end" characters. The reason for having interesting personalities is so that they can have conflicts, ideas, and actions that will avail themselves to you. For a "means to an end" character, you have to write everything that they do. For a character with a personality, you just have to let them tell you what they're damn well gonna do.
That's a rather advanced method, but it won't come by itself. Work towards establishing different personalities that you can clearly see and understand, and the rewards will be great.
But I suppose you were hoping for something a little more direct that general writing tips... The best thing would be to take skeletal plot devices and then wrap your own ideas around them. Treachery, dark secrets, mysterious wanderer, oppression, struggle, you know the drill. Find a very basic plot device, and set out a goal of fleshing it out. And don't worry about drawing things out to last longer, you can always just pick another device.