Strategy is what you do when there's no tactic
Most moves in most games are not forced. Nothing is hanging, no combination works, and you have to choose between eight reasonable-looking moves. That choice is strategy, and it's where games between players of similar tactical strength are actually decided.
The useful question is never "what's the best move?" in the abstract. It's "what is wrong with my position, and what is wrong with theirs?" Plans come from imbalances, not from inspiration.
Read the position before you plan
Before choosing a plan, take stock of the things that won't change quickly:
- Pawn structure. Pawns move slowly and never move backwards, so they define the terrain for a long time. Isolated, doubled and backward pawns are long-term targets; pawn chains tell you which side of the board to play on.
- Weak squares. A square no enemy pawn can ever attack is a home for a knight. An outpost on the fifth or sixth rank can be worth more than a pawn.
- Piece activity. A bishop staring at its own pawns is a bad bishop regardless of what the material count says.
- Open files and diagonals. Rooks want open files; the seventh rank is the prize.
- King safety. The one imbalance that overrides all the others.
Turning an assessment into a plan
Two rules of thumb do most of the work. Play where your pawns point — pawn chains tell you which flank you should attack on. And attack the base of a pawn chain, not the head, because the head is defended by the pawn behind it.
Then there's the principle most amateurs never learn: improve your worst piece. When you can't find a plan, find the piece doing the least and give it a job. It's the single most reliable move-choosing heuristic in chess, and it works in almost every quiet position.
Finally, prophylaxis — asking what your opponent wants to do and preventing it — is what separates strong positional players from good ones. A move that stops their plan is often better than one that advances yours.