All of the action of my current game has occurred over the span of approximately three months, maybe four. (In-game, that is. Out of game we're over three years now.) "Down time" is maybe a week at most, usually no more than a day or two. There are just plenty of journeys, visits back home, hobnobbing with royalty (or a certain thief-prince), etc. Given these characters have gone from green and wet behind the ears to seasoned adventurers who have the Sultana's ear (and have spent more money collectively than most wealthy merchants bring in for a whole year), I'd say I'm not letting too much slack. There are just the occasional times when the big fires have been put out recently enough that they can take a breather and do things purely out of interest, curiosity, or passion. (As noted, this usually happens in the immediate aftermath of making some big score or otherwise achieving some major goal, though it can happen, and has happened, at all sorts of times over our years of playing.)I think it is fair to say, based on how @Ovinomancer disagrees with some of my techniques that PbtA/DW GMing is not a perfectly specified thing, by a long shot. No doubt all of our games have shaded in one direction or another and leaned more towards GM introduced plot elements or overall direction, or less. @Manbearcat seems to object somewhat to some of the things I describe as well, and your game sounds like there's a lot of 'lounging around' by contrast to how I have typically run DW. I wouldn't venture an opinion as to how railroady or not it is, myself.
I mean, in DW, the GM is definitely supposed to put together fronts, and set up dooms to go with them. The GM is a participant in the game, and has at least the authorial power of any other participant. There's probably no avoiding the truth that GMs will color a LOT of the action with their activities. They ARE describing all the scenes! Ideally those scenes should be organic and the players should be at the levers of the game to the extent of contributing substantially to lore and world building, as well as making choices for the PCs.
In my own games of DW there is rarely much wandering around coming up with projects to do, though. It is usually much more action-oriented. The PCs may get certain down time, now and then we've even agreed that years passed between scenes of adventure and simply filled in that time briefly in narrative, introducing new NPCs, or evolving their mundane stories a bit, but we never dwelled on that kind of thing too much. In terms of table time, the vast majority is "You're in real trouble now, lets see how you get out of that!" or something.
I don't push my players too hard 'cause several have anxiety, but they know well that an ignored threat grows stronger, more difficult, more entrenched.