OK, well, there are many ways to animate tails. Personally, I would never use a soft body IK spline...reason being, you have absolutely no control over it and the result is that it becomes a secondary animation...but in reality, the tail does not dangle off of creatures, it is used and controlled for their ballance. So in otherwords, a soft body tail will look cr@p and not at all realistic, and you certainly can't pose it as you would like for specific things.
But anyways, if you insist on using IK spline soft body, you need to layer up 3 or 4 sets of springs in order for it to move "...ahem...corretly" without stretching. What you would be better off doing however, is to make your own simpler curve with maybe four control points and use that as the IK spline, and animate it directly.
Other ways of animating the tail are to link the rotations of joints every so many joints, and say, you have linked the first 3, put a controller in like a poly object or something, that you use to drive to animate the rotation of the next joint, which is in turn driving the rotations of the next 3 joints, and so on and so forth.
You can also do it by controlling just the first joint and giving the tail a whipping flowing motion via an expression that makes joint2 follow the rotation of joint1 with an offset of so many frames...etc etc.
Generally speaking, tails are not easy to animate convincingly, but its down to personal preference and practoce really. Never the less, softies are not the way to go, usually, because you just don't control em.