There are some nights that your players just want to kill things, even the really nice ones. There are some nights that they want character depth and intrigue. There are some nights they want to take charge; while others they want to be spoon fed a rollicking adventure. If you give them too much of one thing, they will want something else. You are balancing upon the head of a pin, trying not to fall towards any given direction.
Sometimes I swear that the players are the random encounter chart.
Gming is a balancing act. You have a story to tell versus a game to run, you have a continuing campaign versus the needs of the players for this night (let me not tell you about the stupid brick superhero TRUCK whos players thought Action Man was "da Bomb" so we had TRUCK trying to be Action Man (James Bond with enhanced speed, strength, and intelligence, with action/ extreme sports skills) ... so he tossed out the predone personality for the character). You muddle on the best you can. Every session can not be perfect, but over all you work for well above average. The goal is that someday, somebody will say, "I loved this campaign where...." and it will be your campaign.
So while players may be swines (which could explain why they are not married), casting pearls before them will eventually pay off... for those few times when they can rise above their normal level of play and be great. Those are the times you remember. Those are the times you are gaming for.