Thomas Shey
Legend
GM skills dont manifest from the head of Zeus unbidden. They need to be nurtured by the game itself. Poor game design is design that assumes GMs will intuit how to make things work instead of showing them how they can work.
But a GM agnostic skill can be signaling to players that PCs are in over their heads. This can be blunt "This threat is too great for the PCs. PC fatalities are likely" or coached in the narrative. "The Beast of The Hexmarches has slain heroes greater than you. You must first seek the means to slay the beast before you stand a chance."
I'm sometimes super blunt by putting what I call "flags" on encounters (Yellow, Red and Black) in 13th Age, though its more to signal resource use (since I have a lot of people are compulsive hoarders) than to flee, since if it gets to that 13th Age has a pretty abrupt "The PCs just get to" policy for that if need be. That said, I've had a couple times I went back and downgraded a monster on an encounter because I realized it was probably a mistake. And I'm a GM with literally decades of experience, I'm doubting I'd have had the good sense to do that in my first year doing it.