One of the most powerful aspects of Hooks is that you can invoke them. When your Paladin character could easily stay hidden and safe, but you are sworn to chivalric ideals, it's glorious to stand and say "Here! I am here." It's going to cause a problem, but everyone knows Sir Gaelfric is that guy and they respect him for it. This creates a beautiful partnership between player and character motivation. You're not a victim of your flaws - you're actively choosing to let them complicate your life because it makes for better stories, and gives you some awesome Karma.

However - and this is crucial - self-hooking comes with real-world social responsibility. Choosing to pickpocket someone while the party sleeps to earn some cash and Karma? Fine, as long as it's handled quickly. Launching into a forty-minute solo adventure while everyone else waits? That's not Hook pursuit, that's spotlight hogging of the rudest sort. The GM should never let you get away with it, but you should never put them in that position.

Good self-hooking creates complications that involve the whole table; they don't exclude them. The Pixie causing mischief during infiltration affects everyone's plans. The curious scholar touching the obviously cursed artifact drags the whole party into consequences. The heroic knight charging into danger to save a stranger gives everyone a chance to say "Oh, crap!" and join in.

The goal is more interesting stories for everyone, not just more screen time for yourself.