I just think that the whole 'scene setting'/history thing is completely unnecessary. The player can either make up their own back story, or you can unveil it as the game play progresses. All the stuff about what movies you watched, what you ate, what your teacher looked like all just seem like random, stand alone bits that don't really mean anything to the overall story and certainly don't drag a player in.
Start in the story, and then backtrack if you need too. Have flashbacks or dreams (this works well in such interactive fiction as you can even distinguish between time frames with a different colour background and whatever) to do this and expand on each choice more to make it actually mean something.
If these elements really do come into play later, make it clear how it does. Start with something like
'The first time I thought about magic was when I was a child. This coloured the way I would look at magic for the rest of my life.
As the new teacher walked into the classroom my friend Tanya leant over "don't you think she looks like the creature from that movie? you know! the...ahh whats it called? '
A) do you mean ewok?
B) do you mean an elf?
C) I really don't know what you're talking about'
You choose B; It was true that you often saw something...alien about others. Something that seemed distant, something you couldn't put your finger on. Ms. Turnall certainly had these qualities, and it made you wonder if there would be others that had these traits even more strongly.'
Or whatever - show the player that their choice means something and fill them out a bit. But whatever you do, really keep this bit short. Unless you're a well known developer/writer, no one is going to want to sit through ages of character development when they don't know if the story is even going to be any good. Keep it short and too the point, with a proper story that grabs you right from the start.