When it comes to custom moves, there are 2 ways to present them. One, useful for traps, is to spring the move on them. "As you start down the corridor, your foot depresses a stone in the floor. Here, this custom move cover's the trap's effects." (You're announcing future badness and using a prepped custom move to convey the danger.) The other is to just put the custom move in front of them right off the bat at the beginning of the game/session, for example: When you are wet and you touch the ice, Defy Danger using Dex to avoid sticking to the ice. These custom moves that you lay out for them are flags to the players, serving as invitations and warning signs - tempting them to try specific things or hinting at potential dangers.
You know when you're playing a video RPG and you walk into town and see a villager with a an icon over their head? You know to go talk to them, right? A custom move like, for example: When you grill a street urchin about the pickpockets, mark XP and gain a useful piece of information; would have the same effect. They'd see little carrots drawing them toward something you prepped. For the whole session, they'd keep their eyes peeled for street urchins (if not go looking for them). It's not quite as heavy handed as railroading, perhaps more like a compel...
[edit: This could totally be used for good or for evil. I think there are some clever ways to implement this to make certain details really salient in your game; for example, if you want them to notice all the children in the city then the urchin move above would make them very interested in any child because they might or might not be an urchin they could grill. Alternately, a move like: "When you identify a new type of plant, mark XP and name it," could infuse a heavy botanical theme into a game. On the other hand, I think you could do some real harm to the game if misused or overused.]