I'm running it tomorrow, and I'm anxious/curious what I'm going to say when it comes time for trouble.
In an AW game, some of the tools I have for making trouble include:
1. Scarcity. It tells me the kind of trouble to create -- the kind where someone suffers from hunger, fear, despair...
2. Collaborative world building. The other players share the burden of fleshing out the world with NPCs and relationships for the MC to threaten or use as threats.
3. Fronts. The MC takes NPCs from the First Session Worksheet/Home Front, or invents new ones, and makes them into threats for a front or adds them to an existing front.
4. The snowball. The fallout/snowball of PC actions often creates enough trouble to carry a big chunk of a session, if not the whole session.
For the Freebooting Venus playtest, the guidance is to have a powerful person take malicious or thoughtless decisions through to their end. The opening situation has just a couple of hooks to help create more trouble (one of the players might be fulfilling a promise, or might have a prisoner, or might be taking the sitch personally). The text says trouble should be a practical problem for the PCs, not a moral problem, but there's no tool for making a web of practical relationships and needs to threaten. There are folks you share your lodgings with, and folks you are indebted to. Hopefully that's enough. In some traditional game, I'd probably have a powerful person give them a job, but that's explicitly not the GM's agenda for this module.
So I dunno. We'll see what I say when I say it, right? I'm registering this here for posterity, so I can come back tomorrow night and be all like: 'Duh! It worked out fine!'