pukunui
Legend
That's what I was doing when I was trying out the Angry DM's variant (which is very much based on FATE). A link is in the OP.Another idea is treating Inspiration like compels in FATE. Keep a cheat sheet of Personality Traits and the like, and when they're in a relevant point in the story throw inspiration at them to play in character. Proactively reward roleplaying. Or they can refuse the inspiration and role play how they want.
Because it's induced, you can plan it in advance. Making the workload easier.
I still found myself not using it as much as I could have. Partly because many of the PCs' traits weren't built with active invoking/compelling in mind, so it was hard to find ways to use them in the game. Partly because, as I've said, every PC has five traits and it can be difficult to keep them all straight when you're busy keeping track of so many other things - and I've even got them written out on tent cards that I hang on my DM screen. I think maybe it works better in FATE because that game is actually built around aspects. They're the bread and butter of the game. With D&D, the traits are just sort of tacked on. They're extra and aren't really that integral to the way the game functions, so it's easy to not pay much attention to them.