That's something I need to get better about in general. I like to leave things pretty open-ended, even at the level of description, in hopes that my players will poke and prod around until they either give me a good narrative excuse to uncover details I've prepped, or opened up opportunities to improvise new details. But sometimes, they just need a nudge in some direction, ANY DIRECTION, to keep them from bogging down in uncertainty over what's supposed to be significant.
Anyway, tonight was my second session running DW. A bit more comfortable with the moves, and I managed to get the campaign headed in a clear direction, which means I can dig into developing some fronts for the rest of this arc.
As of now, though, I prefer Ultra-Violet Grasslands, which is the only other ttrpg I've run. DW's rule set is interesting, but I enjoy working in a distinct setting, and the setting here is almost totally tabla rasa.