Sorry for leaving you hanging fireball. One thing to worry about with choose your own adventure series is the number of story lines grows exponentially, so it will take 4 times the effort to give the reader just 1 more choice. That's why choose your own adventure books typically have dozens of trap endings and at most four or five real story lines. Look at
MS Paint Adventures : Jailbreak for an example of exactly this kind of project failing to live up to the author's ambition - and this is a guy who's capable of years of sustained output.
The other extreme - the
celebrity snuff service thread - has similar structural problems in that tecpatl has to wait a very long time for enough community input to present worthwhile choices. Some things just don't crowdsource well, and creativity is chief among them.
The most successful form of community story writing i've seen is in "The Perils of Kellan", by Felixpath. In that format, the author writes a small to medium story segment and then faces the characters with a decision, along with four or so different possible choices. For example, if the main character comes across a man tied to a chair with a bag over his head, the options might be to free the man, hold the bag down and snuff him, ignore him and keep walking, or remove the bag but leave him tied to the chair so he can be interrogated. Then the audience votes on the provided alternatives rather than try to come up with new ones, although if anyone feels very strongly about their idea they're of course going to suggest it anyway.