Well, interesting! I'm seeing a bunch of different things in your responses now, and it might clear up the mess if we dig to the bottom of it.
First of all, I stand by the assertion that PbtA games just aren't *that* different from other games you've played... for the most part. If you and/or your group have some specific problems which have been holding you back, and the game you're playing addresses those problems, then playing a well-designed PbtA game can really feel nothing short of magical. But it depends on what comes naturally and easily to your group and what doesn't. Some people play and they go "Oh, wow!", whereas others go, "Hey, how is this different from what I've doing all along?"
Not too surprisingly, it depends a great deal on how you've been playing "all along". The rules certainly do "do some things for you"; if you're not seeing that, you're either playing it "wrong", or they are things you and your group already have been doing without trouble.
Second, I'm not familiar with Monster of the Week in particular, so it's possible there are some poorly designed moves or some badly written text or some assumptions of play which are tripping you up. It sounds like the game is fairly well-liked, so I'll assume that's not the case, but it's entirely possible.
Finally, it DOES seem to me that you're having some kind of disconnect with the philosophical approach to playing with these rules, and addressing that might be the root of the problem. Your description of things feeling overly limiting in some places and far too wide-open may be a personal preference... or it may mean that you're interpreting something entirely wrong (or at least differently).
Some examples:
Instead, all you've really got from the GM's point of view are a large amount of very high level suggestions of things that could possibly happen. An I don't think I've ever, while GMing any game, thought, "gosh, I could really use a big list of very vague things that could possibly happen here". That's just not useful. And the ways it limits things don't really make any sense; why, for example, can't a monster capture someone? Monsters do that all the time!
The GM rules in most PbtA games (I'm going to assume that MotW is no different) largely DO consist of "high level suggestions of things that could possibly happen". I'm like you in that I don't particularly need a "big list of very vague things that could possibly happen here", and don't constantly - for example - refer to the specific move lists when I play PbtA games. However, some people do find them really useful and really inspiring. For me, those lists are occasionally very useful, but it's more likely to be away from the table, during prep.
Most of the interesting mechanics all happen from the player's side - and that's where the juice of the system kicks in.
Now, your comments about things being limited - particularly, in your example, "why can't a monster capture someone"? This makes no sense to me. I've never seen a PbtA game really limit your options in this kind of sense. I can't imagine that MotW does, either. Where did you get the idea that a monster can't capture someone?
Are there lists of things that a monster *might* do, which you've interpreted as the *only* things a monster *can* do at all?
I feel like it tells me not to be creative when I have creative ideas ("ooh, this could lead to X happening...oh, but X isn't the defined result, or isn't an allowed GM move"), then demands very specific creativity when I don't have ideas ("the PC gets in trouble...how...they are far away from any possible trouble, the monster isn't anywhere nearby (or even aware of this), and there's really nobody but the other PCs around").
I've seen a few situations where a move demanding a specific outcome which didn't fit the fiction. Generally, this means that you shouldn't have used that move in the first place, or, occasionally, that it's a badly designed move. Look over the game's "advice text" on how and when to apply the moves: sometimes there are some counterintuitive bits in there, and learning when best to use the moves is a big part of getting that to work for you. (It's the main "system mastery" involved in learning the game.)
However, I don't think you should ever feel like you have creative ideas you can't use. Can you give some examples? I find it hard to imagine. (Again, it's possible that, for example, MotW's list of MC moves is terrible.)
Give us an example from your actual game, and we might be able to help you better!
You're absolutely right in that trying to plot specific encounters in specific locations (especially in a specific order) is an exercise in folly. PbtA games will not only not help you in this regard, they almost actively fight you.
I don't know what you mean by actively fighting you though; PbtA games - or at least MotW - don't really DO anything (from the GMs point of view). I don't see how they'd "fight" having something planned.
Indeed, numerous things that are classical examples of poor planning/railroading in RPGs - such as pre-determining that PCs are going to get captured, or that an NPC is absolutely going to escape - are much easier to pull off in MotW, since the GM moves explicitly allow them with no possibility of PC interference. You don't have to worry about your PCs coming up with a good plan that will mess up the monster escaping when the rules tell you that you can have the monster escape "no matter how well contained it is".
I'm not sure what you mean by the last bit about monster escape - is there actually a rule or move like that in the text? Most PbtA games don't have such things, but perhaps MotW does for a specific reason, and understanding it in context might be helpful.
In most PbtA designs, there are lots of things - both subtle and obvious - which work against railroading or preplotting. Here's the most obvious example:
Many player moves allow the characters a specific chance of succeeding at certain tasks. Furthermore, since there are no "modifiers" or "difficulty numbers", the MC can't adjust the rolls so those outcomes are impossible. This means that, as long as you play by the rules, you - the MC - can't prevent certain outcomes to "preserve" a plot.
For example, let's say I set up a trap for a monster (maybe a vampire who we have established will die if exposed to sunlight, and I've made a hole in the ceiling, so a beam of light comes through onto the floor), and then I go into a fight with it. We will probably roll "Kick Some Ass", right? Well, on a 10+, I can choose "You force them where you want them", and push the vampire into the beam of light.
Short of really obvious cheating, you, the MC, cannot hedge the game so that the vampire isn't pushed into that beam of light and destroyed.
The game guarantees me a chance of success.
Similarly so for many other moves - especially consider how the investigation and "read a situation" moves allow players guaranteed access to certain pieces of information.
That's one example.
"do something know to show them you mean it" to me definitely means you are still using the same approach. When I can even make sense of it; honestly, it doesn't make much sense to me in most situations.
Yeah, there's definitely some disconnect here between the way the move is written and the way you're applying it. Can you give an example from your game?
The idea is that you make clear that your leverage or threat is real - and, yes, in the case of a bluff, you'll likely fail if you can't back it up.
The 7-9 under act under pressure, on the other hand, seems like a great generic mechanic; it could easily be the 7-9 result for the whole game! I'm really baffled about why the game isn't set up that way. Something like "when you attempt something in which the outcome is uncertain, the Keeper selects an appropriate stat. Roll 2d6 and add the stat:
6 or less: Something goes badly wrong.
7-9: You accomplish what you wanted, but there's a complication, you get into trouble, or have a hard choice to make.
10+: You accomplish what you wanted to."
With the given moves then as examples of possible moves. Since it sounds like people "make" custom moves as is, it sounds like they are basically playing this way anyway.
I think most people use the written moves 99% of the time (at least in my experience). However, the way you've suggested - play with just the "Act Under Pressure" move - is a valid way to play. I've written a PbtA game which does just that. World of Dungeons is another one.
Perhaps you might want to try playing this way for a while, until you find the need or desire to bring in some of the other moves. Your game will lack some variety, but it's a fun way to play!
Also, hilariously, many of your "success complications" are the kinds of things I'd actually apply to straight-up misses. Like, "yeah, OK, you missed the roll - but the reporter gives you the film anyway. But she does so by giving you a link to where she's published it on her Facebook page; it looks like that shit's already gone viral." So sure, you get what you asked for - which is sort of like a success - but upon further reflection it wasn't really what you wanted. In AW parlance, that's called "putting your bloody fingerprints all over something" and is one of the best parts of the game.
Technically, they wouldn't be allowed as failures either, since a fail is just specifically that they get mad or upset at you. :)
Now, here, again, you've lost me. Aren't we talking about the Manipulate move? (I could have lost track, of course...)
If so, how does it specify that a failure is someone getting mad or upset at you? That sounds very odd. (I certainly wouldn't want it to! That sounds rather boring.)