The trouble was never your ideas. It was where they lived.
You already know how to spin a good scene. The trouble is that your best material is scattered: a perfect villain buried in a six-week-old chat, a plot thread on a napkin, a map in a folder you cannot find at 7pm on game night.
So every week you re-improvise something you already invented once. You re-explain last session's cliffhanger. You forget the shopkeeper the players adored, and the callback that would have landed just… slips by.
The fix is refreshingly boring: one folder, a naming habit, and a handful of templates you trust. That is the whole idea — and it is the whole product.
You do not need more ideas. You need to stop losing the good ones you already have.