Ah, but What does the GM being handed an opportunity mean? Opportunity is a very broad category after all.
That's easy: it means the GM can use one of
their moves. Moving away from AW to MotW, since I actually run it, here's the list of Keeper Moves:
• Separate them
• Reveal future badness
• Reveal off-screen badness
• Inflict harm, as established
• Make them investigate
• Make them acquire stuff
• Tell the possible consequences and ask if they want to go ahead
• Turn their move back on them
• Offer an opportunity, & maybe a cost
• Take away some of the hunters' stuff
• Put someone in trouble
• Make a threat move, from one of your mystery or arc threats
• After every move, ask what they do next
They're very similar to the GM moves in every other PbtA game. You'll notice that they're all things that GMs would do in any game; they've just been codified here. There's not a lot that a GM would want to do that
isn't on this list, really.
Anyway, the players are hanging around talking. This is when you would
reveal future badness or
reveal off-screen badness by having them people talking, the sound of screams or approaching footsteps, or something else that indicates that bad stuff is going to happen real soon now and the players better stop faffing around and get ready for it.
In a session I ran a while ago, the PCs where in the basement of a hospital that was being taken over and physically altered by biomechanical horrors from the dimension behind mirrors. One group of PCs decided to go investigate something that was on the other side of the room so I took the opportunity to
separate them by having part of the ceiling cave in/grow down and put a wall between the two groups of PCs.
In another session, the PCs were on the trail of a monster that was making drone-spies out of bones it stole (The Bone Collector, one of the MotW adventures that's floating around online for free). One of the PCs said something that was effectively "what's the worst that can happen?" (not actually that, but close enough in meaning) so I
inflicted harm, as established and had one of the drone-spies leap out and attack the PC.
Where is the rules text for any of this?
You may want to actually read one of the books, because they're all in there.
IMO, if you are making the analogy that acting outside a move while not waiting on the GM to make a move is essentially similar to being between innings of a baseball game, then I’d suggest that’s better evidence that players don’t act in the game outside moves. That is, this analogy supports the notion that everything players do in AW must be a move. Thus, certainly the initial proposition that’s been mocked as silly is then not a silly proposition.
No, it doesn't mean that at all.
See, there's a couple of types of moves. This isn't a hard-and-fast rule; it's something you pick up by reading the playbooks. Some moves give you abilities or alter the way existing moves work. For instance, the Monstrous (in MotW) has one move called
Claws of the Beast that lets their natural attacks do +1 harm. They have another one called
Unnatural Appeal which lets them roll +Weird instead of +Charm when they use the basic move Manipulate Someone.
Anyone can use natural attacks. The hunter can punch the monster all they want. Even another Monstrous can claw at a monster all they want. But if you took Claws of the Beast, that means they are extra good at it; you have claws that can rip through the monster. Likewise, anyone can use the Manipulate Someone move, just like in D&D how anyone can roll Persuasion or Deception or Intimidation. It's just that if you take Unnatural Appeal, it means you're not relying on your ability to lie or persuade or threaten; you're relying on your monstrous nature to aid you--you've got literal
animal magnitism, or otherworldly charm, or exotic pheroemones, or hypnotic eyes.
There are other moves that are more story-based and only come into play if you do something. For instance, the Expert has a move called
Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice, they get +1 ongoing while following your advice, and you mark experience.
So how does this work? During the course of a normal conversation, another hunter asks the Expert what to do--they came to the Expert for advice; this is the trigger--and this allows the Expert to shine in this moment by giving really good advice. But
anyone can give advice. It's just that unless you took this move, the people listening to it aren't going to get +1 ongoing.