I stole parts of the concepts of Threat and Momentum from Star Trek Adventures. Threat and momentum are that game's inspiration point/resource pool. Players get momentum by exceeding the needed number of successes on a dice roll or for good role playing. They can use momentum for an additional die during a roll, re-rolling dice, prevent an injury, or to alter the narrative ("Yeah we totally remembered to bring the Type-III phaser rifles on the away mission."). The GM gets threat when the players roll a complication (a 20 on a d20. Lower numbers are better in STA), when the players dither on a decision, or when they decide to kill someone or a ship. The GM can use threat to do anything the players do as well as increase the complication range on a player roll (and spend additional to the point where 17-20 is a complication).
I took the concept of threat, and if the party dithers about and talks in circles about what they are going to do next, especially when time is important, I award myself an inspiration point which I can use later for all the normal uses of insipration.
For the concept of momentum, I expanded the use of inspiration to allow the players minor alterations of the narrative. If the PCs want to enter a building through a window, maybe a window was left open or has an external shutter that is easily opened. If the blacksmith PC is looking for a grappling hook, he can find one in his shop.