@Hex08
Here is a quick formulation of a conceptual moment of play and what the GM is doing in a Powered By the Apocalypse game of the Apocalypse World, Dungeon World, Stonetop variety:
Player: I'm thinking about this thing. Given my history of <stuff>, I've definitely come across <stuff> more than a time or two. I'm pretty sure I remember <proceeds to make up some stuff or assert some stuff about something>. <This triggers a move to see what you know about stuff>"
Result: 10+ = interesting and useful
GM: "Oh yeah, that is true. <Proceeds to make it interesting and intimate/topical if what the player proposed isn't inherently interesting or is needs some firming up> Also, <proceeds to make the newly established stuff actionable if the players proposition wasn't clearly actionable - 10+ = must be useful>."
Result: 7-9 = interesting but its on the player to make it useful
GM: "When you came across this in the past, was it while/related to x, y, or z? <GM asks questions then player answers saying 'it was z' and then elaborates then GM uses those answers> Ok, well when you and <relevant NPC> were hip deep in z, there was a moment of pause. <Relevant NPC> said the strangest thing to you out of nowhere <this is the interesting and topical thing...meaty enough to pique curiosity/provoke action, but vague enough that it requires the player to do more work to map the relevance/importance onto play either through action or further interogation of the issue through other means>."
Result: 6- = some threat emerges/some bad thing is true about this subject that you wish wasn't true...but also (and this overwhelmingly best practices IMO) combined with the 7-9 "something interesting" result.
GM: <Take all of that 7-9 stuff above and use that> "HOWEVER, <stuff that sucks and will have to be navigated/is ominous and foreboding/is outright threatening> is also true. <So now you have a new threat in play that will set its will against the dramatic needs/goals/relationships of this PC or another PC or the troupe/group/gang et al>