Re: Out of character.
In general, since online play needs a certain pace, there are two options for the DM moving action along.
Option 1 is when nobody is in charge, I'll move the action once everyone has had their say, and there is a consensus between players. Not 100% consensus, but at least 50%. Depending on the situation, of course.
Option 2 is if the team puts one person as their leader (even if they rotate whom that is). At that point, I'd hope the leader would listen to everyone's thoughts, and then call a play.
Online gaming is clunkier that way. There is not smooth conversations or discussions. It's much choppier. So I make allowances for that a bit as well.
For example, I think Totsu is correct, that the group set a point where Hiro was to meet them on the east side of the mountains in the hills. Practically, this could be rife with problems since you just have a map, and the scale makes it so Hiro could be looking for hours to find you and might not have hours. Or he might be dead. But, it could work perfectly and at least he'd know when to start looking.
I also, personally, see no problem with Takeshi's plan of forcing a meeting, because the plan was also for Hiro to try to travel with them as an entertainer if he could. Takeshi's plan has the advantage of there being no 'misses' of travelers; and covers if Hiro is already dead or simply cannot act as he'd hoped.
I moved action along since there was consensus and I felt everyone had said their argument. At that point, either someone has to make the call, or I'll likely move action forward so that people don't lose interest in the game because the pace is too slow.