Yeah, do not attempt to format a pre-planned story for an apocalypse world game. This system is built around mutual creation and group empowerment. It does not handle the DM centric command structures that D&D and other such games rely on. All the MC does is facilitate the players actions in interesting ways with fictionally appropriate realism. That is why most attempts like this will get confusing, because you'll see players flesh out certain npc groups, only to have that player leave another enter and maybe never talk to those seemingly important npcs with story and characteristics that excite you. This game builds up from around the players, and that webbing and networking of personalities clashing into each other over what they want, need, and have gives the game it's center. You must be ready to destroy everything you've built at a moments notice, if the action calls for it.
I was a bit nervous at first with your explanation, due to the fact that this focus seems to need to make the world interesting first, and the players interesting second. I dunno, but if I were to make a story about a place, I would avoid using any of the AW books. I would have the players create characters and give them moves based on their roles within that overall community. The AW books assume that basically everything is going to die, and the players are just trying to hold out against that inevitable (seemingly) failure. Their struggle and the hardships they endure help to make them worth playing.
If this is your first real AW game, then you should be very careful not following the game's design. Changing things before you realize why they're important can become problematic. Another thing you might want to keep in mind is that in such a dynamic world as AW, the players will find themselves (as the primary forces PUSHING things) often grinding against each others needs and wants. Basically this game is designed with competition as its central focus, and as such, it fully opens the doors to some serious PvP. Those types of events are best when they rise and fall, build up, change course, and backfire. I
f you've got too many different people just playing for a single session, or if they ever intend to come back, you may find yourself starved for time. It will be hard to endear them all to the world, because the world will be shaped by so many before they even got there. What if another players destroys the npcs that someone else found themselves playing for? Will the other person want to come back? Do you limit players by only exposing them all to the GOOD side of the GOOD npcs and the BAD side of the bad? I mean taht makes sure the players all like the same people, but makes everyone there less human. I dunno, I find that due to the level of aggression and the ease of killing things, most everything gets blown up by the end of many week long sessions. Definitely depends on the players, who really should be in charge of the stories. The story is their character after all. Just things to keep mind.