My question is. How would you manage this task. I have some ideas already, but i first want your experience.
It depends on your project's gamestyle.
In my PvP-focused project quests looks like "oh, our base is under attack, need def it", "now we need x lumber to fix the garrison", "go ahead and kill their general". They are used as some background, ambience, not as core of gameplay. The core is PvP beetween players.
As for global story, it determinates the whole conflict and creates the motivation for PvP.
And also using the "flow tension" in games is mainstream now. Or, at least trying to use it.
According to this principle your story stuff (quests/npcs/gobjects) must unconsciously hold player in the game flow and not to be boring, as you say above.