Assuming you're talking about ganking a single target (or stun-locking a single target in a large battle), you're gonna typically have 3 basic "roles:
Initiation's job is to get the target "stuck" so that the rest of the stuns can easily be chained. These stuns need to be reliable and fast (using Ice TB to initiate is pretty hard because it requires someone to run up to you in melee range, and execute a 1 second cast for a 1-3 second stun).
Links are generally going to be stuns/interupts that keep someone either "stuck" or disabled. Due to Stun immunity, using Mass Charm 1 second after a Boulder Roll isn't gonna work. The only exception to this is UB's Grasp (because it's "supposed" to stun the UB for the duration of the stun... think Renekton's W). But we all know UB's Grasp is easily broken.
The Finishing is basically all the "other" stuns that are harder to initiate with.
Swap > Boulder Roll > Batswarm + Mass Charm > Penitence > Spike Wave > Foul Grasp > Frost Nova > Silence
Linking (for Foul Grasp or Silence, use it just before the Stun ends. For the rest it's to keep the victim "stuck" in place for the few seconds of immunity):
Foul Grasp > Silence > Pentitence (since Pent lasts so long even if you use it to Initiate or during the Initiation it's gonna keep them stuck) > Bite > Spike Wave
Finishing (use this after stun immunity drops):
Frost Nova > Mass Charm > Boulder Roll > Foul Grasp > Swap > Bite > Silence > Pentitence > Spike Wave
Is gonna work in most situations, and this will work for multiple sources of stuns (for example, if you have a 5v5 with a UB and a Sedna, you'd do Initiation > Linking (grasp) > Finishing > Linking (silence) > Finishing)
To read, count the amount of stuns/disables you have.
Use the highest ranked Initiation, then alternate between the highest Linking and highest Finishing stuns you have until the target it dead.