Choice and choices are a major part of why someone would choose to play a game rather than read a novel. Players want to make choices, and you should let them.
Not every choice should be a huge deal. But you should usually note a player’s choices with qualities. These qualities don’t have to do much – you don’t need a lot of subsequent content that responds to these choice-recording qualities (and having a lot can lead to Combinatorial Explosion, which you want to avoid). But having their choices recognised by a world now and again makes players happy.
Of course, sometimes you want to make a big deal of a choice. If your major story leads up to a single choice, then go to town. For these choices, it’s probably best to lay out the situation that causes the choice in one storylet, and then let the player make the choice in the next. It’s hard to lay out complex situations in branch text.