You should start with tidy quad topology in the first place. My recommendation would be to remodel the road from scratch and make it with quads to make your life easier. If you had some specific shape already that you don't want to loos, you could select the vertices on the edges of the road, invert selection with Ctrl+I and delete everything else with X->Vetrices, then make sure both sides have the same number of vertices (subdividing edges and using Space function form the Loop Tools add-on is very useful here) and bridge them. If you have tidy quad geometry, you will be able to easily select loops and rings.
Else than that, you can also make the selection unique somehow so that it can be reselected easier later. There are quite a lot of ways to so. For example you can use Shift + G to call Select Similar menu and you can see various properties of mesh elements that can be compared for selection:
So you could use sharpness, crease, freestyle mark or other properties to temporarily save your selection. You can mostly set these from Vertex(Ctrl+V), Edge(Ctrl+E) and Face(Ctrl+F) menus. You could also use vertex groups or face maps.