They should be Disruptive, Not Dormant. Good Hooks don't wait politely to be relevant - they actively complicate your plans. "Cursed Bloodline" manifests at the most inconvenient moments. "Curiosity Killed the Cat" makes you investigate things you should leave alone. Being a "Pixie" compels mischief just when stealth would be both smarter and easier…

They Create Dilemmas. The best Hooks force difficult choices. "Always Tell the Truth" is a problem when honesty conflicts with duty, friendship, mission goals, or survival. Being a "Pixie" means common folk will try to catch you because they think you can grant wishes!

Hooks can be Player-Driven! You should invoke your own Hooks for Karma and Luck Tokens when it makes sense. The Pixie could stay quiet and invisible while the party sneaks into an enemy camp, but where's the fun in that? Choosing to complicate your own plans because "it's what my character would do" sounds trite, but sometimes it's exactly how Hooks should work. Just remember to check with the party and the other players so they don't kill you out of irritation.

Don't be a Pain!

If you're going to spend the entire game every session being blind drunk, pushing every button, and pocketing everyone's property, they may decide not to play with you at all! Consider the effects your Hooks will have on everyone's fun. GMs are well within their rights to ask the table, or to just reject a suggested Hook out of hand, though they should usually work with you to refine it.