The AW rules basically tell the MC that whenever "it's your turn to speak", you should be making a move.
When do you NOT make a move? When is it your turn to talk, but you really should be saying something that isn't a move?
Here's one that occurs to me:
* When resolving the outcome of a successful move on the behalf of the players.
Sometimes a successful move could still lead to a move (in particular, "inflict harm as established", to kill an NPC, for example), but sometimes it shouldn't. Sometimes we just need to play out, describe what happens, and that's it. Right or wrong?
Now, what about all those situations in "traditional" GM-led play that would often come up for a lot of groups?
* The GM is describing scenery, making the world seem alive.
In AW, should the MC ever be "barfing forth" without making a move of some kind? Is there space where "making Apocalypse World seem real" trumps making a move? Where simple description is all that happens?
* What if "making Apocalypse World seem real" suggests that a move would be inappropriate?
So, something happens in play and it's the MC's turn to talk. But you look down your list of moves, and none of them seem right. The natural consequence of what has just happened is a temporary status quo; the only thing that seems "real" is a pause in the action.
Does that ever happen to you?
* What about the end of a session or other "downtime"?
* What about the outcome of certain advancements, like "retiring a character to safety" (i.e. epilogues)?
Looking forward to hearing your thoughts on this!