One thing you should do is, whoever acted first, have the other roll to interfere instead of waiting to react. Like this:
S: Hey Leroy, you've been brain-fucked by that girl. She's inside your mind.
B: Hey lover, you don't believe her, do you?
S rolls to persuade, B rolls to interfere.
That'll simplify many circumstances in play.
I was hoping to do this, but in each case the player waited to see what would happen before making their move - so it ended up like:
S: Hey Leroy, you've been brain-fucked by that girl. She's inside your mind.
B: <says nothing, looks at me and waits>
Me: Leroy hears what S says, and his eyes seem to clear. He looks at you with rage, and walks over, hands raised to strike.
B: Hey lover, you don't believe her, do you? <with some roleplay, too - this is a summary>
S: <says nothing, looks at me and waits>
Me: Leroy lowers his hands. His face goes slack for a moment, then he smiles at B.
S: Aren't you going to save the town
B: <says nothing, looks at me and waits>
... etc.
I did have Leroy start to do stuff, but each time the other player waited to see what would happen, then chose to interfere. That's also my difficulty with the history/aid rules - neither player wanted to do anything till they saw how the other roll resolved. They didn't actually want to go head to head.
I couldn't see how to progress, so the incident ended with Leroy back-handing the brainer - I guess he did grow a spine in the end ;)
Do you think, perhaps, that my difficulty was in waiting for input? I.e. after the first control should I have had Leroy do something irrevocable? As it was, I made him do something half-way (walk over with fist raised), then looked at the player to see if they were going to do anything about it. Perhaps that way of running it ends up ping-pong?