OkumHart says:
As someone who has GMd before in Dungeons World
vagueGM, am I giving enough descriptions?
Hmm... 'enough' varies so much, from group to group. Best way to gauge that is to see if people are constantly asking for more information, or if they are forgetting what you said by the end. Too much description can hamstring the players' choices, so watch for frustration if they feel they have not option but to follow your railroad. "Balance in all things."
Ask the players in the specific game. Do this for
each game, and maybe every few sessions as well, watch for reactions (body language is missing here in PbP, so we need to be a bit more explicit about things and speak up long before we think we need to, but that is a whole other topic).
On thing I did take note of, but did not feel warranted comment, was the use of Discern Realities. Personally some of those answers are things I would have given for free, and possibly I would not have called for the Rolls at all. But I am not GMing here, and everyone has their own style, both as a GM and as a group, some groups roll for everything, some only roll for the most important things, both are OK. The number of rolls can severely impact the rate of XP gain, especially in the early game where 6-s are the main source, so factor that in as well.
A concern is always what to do on those 6-s.
If the GM is going to have a hard time coming up with a Move to make on a miss, then there probably should not have been a roll. Some GMs fall back to the traditional 'nothing happens', but that is not in the spirit of PbtA. To speed things up some have players add --to their initial post-- rolls that might not be needed, but that again causes complications on a 6- when the GM needs to go back and say, "ignore that roll, and give me back that XP". I have possibly also seen players toss out weak-stat-rolls in scenes where nothing bad can really happen, just hoping to steal a few XP (or just trying to help speed things along, it can be hard to tell):.
Also: Don't let a 6- stall the game. For instance, with the illusion wall situation above, while I feel it was added by the GM as a reward, think about what would have happened on a 6-? Would we have missed an important clue and been denied that route? Is it our only real way out and we would have had to find it anyway so the roll did not matter? *
Footnotes:
* I suspect the GM
added these things
because we rolled. This is a good technique:
If the players show interest in something, add more detail there. I suspect --from the first description-- that if we had just grabbed the McGuffin and left, neither the trap nor the illusion would even have existed. If so, well done, if not, not a problem, but it is a useful trick. :)