It's really simple. To start the quest when the player takes the item into their inventory, add a new script to the item as follows:
Scriptname YourScriptName extends ObjectReference Quest Property YourQuest Auto Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer)if (newContainer == Game.GetPlayer()) YourQuest.SetStage(10) endifEndEvent
Replace YourQuest with the name of your quest, and make sure you fill the property with your quest. SetStage(number) for whatever number your first quest stage is that begins the quest.
Done.
You copied an original note, yes? Now rename it, change the display text, it's html by the way. Then go to the Script tab of the note and add a new script. Paste in the code.
Next save it, next right click the new script and select to edit properties, next click on the myquest property, (if you didn't change the name, I left it) then select the name of your quest from the dropdown on the right. This connects an object to a property. (My favorite part of the CK, so far)
Now!,

All that said. Ready? It doesn't work.

It will work with game quests, you can try it with the 01, 02, 03 quests. Think it's DB01, but I'm not home to look.
But it does not work with our created quests because of this @#$% game bug. I bought Skyrim just to play with the CK, and it's broken. svcks!