Maybe I'll sound harsh and bad GM, but what I think is very important to understand in *World games is that there's much more "yes, you do that, you don't need to roll", "yes, you have to do this, and then you have it, with no roll" and "No, you can't do that, it's not possible for you now" then in your average rpg. That's OK.
Rolls do not have to be made as often as D&D. Even half as often. And so you should not be ashamed of saying "no, you can't do that." Because it's what makes it realistic sometimes - inability to "just throw dice at it".
Now it should not be you halting the adventure to full stop, like "you left your bow at home, so you can't stop him, so you suck". On the other hand, you should provide them with different solutions if you have so much as shadow of idea that they don't see a way through. Maybe "No, you can't stop this gate from closing with this rock. But there's got to be another way in. Like sewer exit."
Because sometimes you need to make them think, and too often throwing dice is the opposite of thinking