Whenever there’s a pause in the conversation and everyone looks to you to say something, choose one of these things [GM Moves] and say it. They aren’t technical terms or jargon: “announce future badness,” for instance, means think of something bad that’s probably going to happen in the future, and announce it. “Make them buy” means the thing they want? They’re looking to you to tell them if they can have it? If they want it, they have to buy it. And so on.
Then, “what do you do?”
Remember the principles. Remember to address yourself to the characters, remember to misdirect, and remember to never speak your move’s name. Say what happens to the characters as though it were their world that’s the real one.
Here are guidelines for choosing your moves:
Always choose a move that can follow logically from what’s going on in the game’s �ction. It doesn’t have to be the only one, or the most likely, but it does have to make at least some kind of sense.
Generally, limit yourself to a move that’ll (a) set you up for a future harder move, and (b) give the players’ characters some opportunity to act and react. A start to the action, not its conclusion.
However, when a player’s character hands you the perfect opportunity on a golden plate, make as hard and direct a move as you like. It’s not the meaner the better, although mean is often good. Best is: make it irrevocable.
When a player’s character makes a move and the player misses the roll, that’s the cleanest and clearest example there is of an opportunity on a plate. When you’ve been setting something up and it comes together without interference, that counts as an opportunity on a plate too.
But again, unless a player’s character has handed you the opportunity, limit yourself to a move that sets up future moves, your own and the players’ characters’.