not exactly. They cannot spend it until next scene, but they get it now.
The wording is, "...you gain their fate point at the end of the scene."
This matters when you are using physical tokens (which is recommended, as the GM needs to be able to respond to how many fate points PCs have, and if they aren't visible, that gets awkward. If you hand out a token early, folks have to keep them separate and not mix them together, and that's not a great practical idea at the normal level of chaos at gaming tables.
They get it now... for NPCs, that's the NPC pool... but cannot spend it until next scene... but the NPC pool resets before the next scene.
"You reset to your default total, one per [PC], at the beginning of every scene.
There are two exceptions:
- You accepted a compel that effectively ended the last scene or starts the next one. If that happens, take an extra fate point in the next scene.
- You conceded a conflict to the [PC]s in the previous scene. If that happens, take the fate points you’d normally get for the concession into the next scene and add them to the default total."
And:
"Lenny has stated that he always intended for hostile invokes on NPCs to grant fate points to the GM for the next scene " (as quoted earlier).
So, if the NPC pool earns points, those points are added to the pool in the next scene. None of them can be used in the scene in which they were earned. In effect, in a scene, the GM pool can only use what it starts with.
A concession does not remove you from the scene unless (1) that's the desired goal of the conflict or (2) it's agreed to by the group (FC p167); a compel (even self-administered) can do that.
Strictly speaking, perhaps. As a practical matter, the opponent can (and should) insist that the Consession removes you from any business related to the Conflict, which probably also means you are removed from the real business of the scene. If there's a Conflict where the BBEG is trying to keep the PCs from pulling a lever, you can't Concede the conflict... and then go pull the lever.
Note that the benefit of flight by compel for the last functional or only NPC in scene is you leave as is... but if they let you go, you lose that fate point at end of scene, so it's actually worse than a concession in that aspect (pardon the intentional pun), but also retains control.
The intent of a Compel is to add drama and complication to a scene, not to tactically remove opposition from a scene entirely. "... and so you run away," is not a complication for you, it is a defeat for you.
I am not sure why players who are about to win would want to give such a Compel anyway - they get more out of a Concession or Taking Out the opposition. And if the PCs aren't about to win, then this is really not a valid Compel at all. You don't circumvent the important parts of a conflict with one Fate Point.