Maybe I'm treating the question as more specific than it needs to be, but in your example it appears to me as though player 1's agency is being denied. Twice she stated her action clearly, and yet somehow she failed to get the results of that action back from you.
You don't have to wait until all players are agreed before allowing a player to act. Now, OK, you don't want the party to split unless really necessary, but until they're actually out of earshot of each other, let each player get on with what they want to do. Running through your example hopefully will show the principles I mean:
GM: Okay, you're standing on the edge of the forest.
Player 1: Okay, I ready my bow and start forward.
GM: fine
Player 2: Hold on, I'm still talking to this other guy.
GM: Player 1, are you scouting ahead alone?
Player 1: I'll take a look, I won't go far until the others catch up.
Player 3: Did we stock up on bread? I need to put on my night vision
goggles.
GM: If the bread's not on your equipment list then you didn't stock
up [or if that's not your style of game, "yes, you stocked up on usual provisions at the supermarket yesterday"]. You now have your goggles on.
Player 4: [Crazy roleplaying thing!]
GM: [Crazy roleplaying response]
GM: Okay, are you guys going into the forest?
Player 1: I am, yeah.
GM: You start to walking into the trees...
Player 2: One sec, I need to cast detect evil.
GM: No problem, but Player 1 was already doing this while you finished with the other guy and that roleplaying thing happened.
... the undergrowth is mostly pretty thick, but you easily find what
might be an animal trail. You'll be able to travel much faster along
the trail if you want to. Player 2, if you've finished your conversation with the other guy, you cast Detect Evil. Nothing in
range. I assume you maintain it as you start into the forest?
Player 2: of course
GM: You can't see exactly where player 1 is, but she can't have got far. Okay, actions from everybody else?
Principles:
- Stay in the conversation
- Respond to actions and requests for information as quickly as possible. But in the case of Player 1 setting off ahead alone, I think it's also reasonable to give the others an opportunity to react and for Player 1 to confirm before doing something that takes a little while and might be foolish. You don't want a conversation that goes, "1: I ready my bow and start into the forest, "2: hang on a sec...", "GM: 1, you fall in a spiked pit and get ambushed by 40 goblins", "1: well, actually, I didn't mean I'd leave the party, I was about to say I'd have waited when 2 said to hang on but you interrupted", "GM: Ah. I totally didn't get that from what you said".
- If something can happen, narrate it happening.
- You don't need to design the adventure specially to avoid delays. Once the players get used to the style, they can keep the action going just by acting. Or they can stop when they really need to, they're in control.
- Don't ask the players what's happening. Ask the players what they're doing, tell them what's happening.
Now, there's a whole other scenario you have to be able to deal with:
GM: Okay, you're standing on the edge of the forest.
Player 1: Okay, I ready my bow and start forward.
All other players: WAIT!!! We need to make a plan.
Player 2: Also, I'm still talking to this other guy
GM: Player 1, are you scouting ahead alone?
Player 1: No, I'll stick with the others until we have a plan.
All players: refuse to move while they spend 30 minutes arguing the
best tactics for hiking.
In this case you have mass analysis-paralysis. There are a few ways to break it:
Specifically tell the players that their precise plan doesn't matter. As soon as any encounter begins you will prompt them for their formation, and you will allow for sensible precautions. This doesn't suit all playing styles, but it saves a lot of time making preparations for things that never happen. The game style issue you want to resolve is, will the players be punished for acting without thorough explicit preparation? If so, then that might be why Player 3 is worried about bread, and it's the nature of a "10 foot pole to check for traps" game.
An extreme version of this is to run the game such that whatever the players suggest is considered reasonable. The world conforms to their expectations rather than the other way around. Then they don't need to plan at all, and the way to reach group agreement is not to wait until everyone agrees, it's to take turns to speak, and agree with and build on whatever the previous person said. They can improvise, they can take turns to contribute, and no matter how stupid what they do is, you will respond "yes, and...". Not "no, because" or "oh, this other thing first needs to happen first", or "you do that but you die because you never said you'd put your armour on". Again, this won't suit all styles, it's not very simulation-y. But they'll stop doing pointless boring things, because any interesting thing they think of is worth saying.
Guide the players through making the plan. You don't want to give them too much OOC information, but usually the characters have expertise that the players don't, and you can bolster their confidence by confirming their guesses and supplying general information at the right times. Confident people make decisions quicker:
GM: Okay, you're standing on the edge of the forest.
Player 1: Okay, I ready my bow and start forward.
Player 2: Hold on, I'm still talking to this other guy.
Player 3: Did we stock up on bread? I need to put on my night vision
goggles.
Player 4: [Crazy roleplaying thing!]
GM: Alright. Player 1, you're going to scout ahead, and you're ready
for trouble, that's sensible. Player 2, sorry, the other guy really
doesn't have anything else to say. Player 3, yes, you're fully
stocked, the night vision goggles will negate the darkness penalty
under the trees. Player 4, I like your style. Do you all fall into
formation behind player 1?
[In your transcript, at this point you said "are you guys going into the forest?". That is to say, you asked the group for a consensus before giving them any feedback on their individual issues. If you do that a lot, it's probably the main reason things get stalled.]
Player 2: One sec, I need to cast detect evil.
GM: I'm fine with that if Player 1 will wait?
Player 1: For one round? Sure.
Player 3: I'll stick close behind Player 1 since I have the best
sight.
GM: Good. 2, Results of Detect Evil are [whatever]. 4, once you're
done invoking the wrath of Gragnar on any fool who dares oppose you,
where are you in formation?
Player 4: Rear-guard, if everyone's happy with that. The Book of Gragnar commands us to, "Pity especially the fool who tries to sneak up you in a forest".
GM: Sounds good. Doing that thing you normally do when you're
rear-guard? That leaves player 2 in the middle. Onwards!
Design adventures so that the party doesn't have a lot of time to waste. You don't have to railroad, but make sure that there is always something happening to them. They can deal with it however they like, but they must act. After all, arguably if there's nothing happening to them and they're free to delay as much as they like then that's practically the definition of "downtime between sessions" ;-) So, players don't arrive at the edge of a forest at their own leisure, they arrive at the edge of a forest as a consequence of dealing with the previous problem:
GM: Okay, you're standing on the edge of the forest. You can hear those
enraged villagers with pitchforks approaching, but as you already know
they're very superstitious about the forest, and you suspect they
probably won't enter it this close to dark.
All players: start to plan
GM: [after a couple of minutes or so, representing the party's head start] The villagers have crested the hill behind you, and the front few break into a run. They're in missile range and will reach you in a minute or less, but then again you never thought much of their combat ability.
All players: No, we're not slaughtering the whole village! We get into the forest.
Finally, be aware that "keeping the game moving" doesn't need to mean physical activity or plot progression. If Player 4 goes off on a crazy roleplaying thing that the other players react to and enjoy, then it's irrelevant that it isn't part of your plan for the session. It's as much a part of the game as anything you invent. So encourage it to play out properly, and as long as it's not boring the forest can wait. Similarly, if the players just plain enjoy bickering in character over their plans, you can let that be part of what defines that particular campaign. Just build 20-30 minutes per significant group decision into your session plan. Less work for you!
To do this you need to get buy-in from the "more action-oriented players". If all they like is combat then that's pretty much a non-starter, you can't run a game this way for them. But otherwise you need to stop them tuning out by soliciting their responses, and making those responses matter in the conversation. A frustrated character who spends the whole argument saying, "we need to stop arguing about this and get into the forest" in 10 different ways is still an active player. One trick is to keep track of who is speaking, and if someone hasn't spoken for a while specifically ask them, "what do you think, what are you doing while this is going on?". That gives the player the freedom to take a turn in the conversation, or for that matter to wander off into trouble if they like. If you frequently find that you ask a player what they're doing and they say "nothing" and tune back out again, then you still have a problem and need to address personally with that player what they need from the game. Some players enjoy spectating for some of the time, and might look tuned out when they aren't, so you do need to ask.
You are not the first GM thinking about this, and there has been quite some discussion about it on Barf Forth Apocalyptica, the forum run by Vincent Baker. All quotes below are taken from posts there. There is one thread discussing specific examples of how this move can be made real, which is where most of this insight is from.
Most MCs there play the move as written and give descriptions how to do that consistently with Agenda and Principles, and the fact that it has not changed between the first and the second edition of the game is a strong indication that it's not broken if you use it right. But given the discussions around it, I expect the 2E rulebook will contain some more insight on it, too, once it is out.
The advice given for running with “An arresting skinner” as written are
- Player's stylistic choice putting a natural limit on when it will be used,
- Movie-like spotlighting makes this seem far more real than straight narration,
- There are obvious choices for consequences of over-using the move in the real Apocalypse World.
Player's Stylistic Choice
The first thing to note is that it doesn't need to be abused like that.
The way I have seen the move limited in play: the player taking it agrees not to use it to shit all over the fun of the other players by constantly mind-controlling their characters with it. That seems to work fine.
The player does have the stylistic choice over when to use it, and they can decide to use it just in situations where they think it fits. And if you do that, you can nicely use it even for a skinner who is not a stripper.
Picture a dapper violin-cello player whipping his battered top-hat off with a flourish; the last lounge singer removing and hanging up her shawl with an "I own this place" attitude; the skinner whipping off his trademark ankle-length leather coat and flinging it over the back of the chair as he enters/interrupts the meeting. Consider that such non-sexy uses of the move might be the only way these skinners ever invoke it.
Guiding the Narration
[F]or me, this is another example of how AW mimics movie reality, not "real" reality. I don't find it necessary to consider the Skinner's power supernatural, because my group and I are creating something that flows rather like a movie. When that moment comes, and that sexy leading character is hit by those perfect blue lights and the soundtrack is awesome and the perfect body is being revealed, the plot may be in the middle of a fire or a fight scene, but for ten to thirty seconds all the camera sees - and therefore all we are looking at - is the Skinner.
In a moment we may find out that while that scene was going on, some of the other characters were doing things. So the next few player moves are like tiny "flashbacks" just going back a few seconds or minutes. That's cool, because those other characters weren't watching the Skinner scene. They were busy.
We see things like this in movies all the time. The smokin' hot protagonist drops the shoulder of their blouse, and everyone's eyes are pinned to that little patch of bare skin. The camera is pinned to it. Our shot goes medium-close, and all we see is the curve of their neck, the shadow of the clavicle. Reverse shot to the antagonist, nostrils flared, pupils dilated, lip glistening with just the smallest dot of unrestrained saliva. Shot retreats to medium distance, and we're suddenly surprised that one of the protagonist's teammates has somehow been next to the antagonist the whole time, and slits their throat!
These are the core narration options, and for these the MC needs the collaboration of the players. Personally, I did not need to go any further then this in the only game I saw use of this move.
If they are enough, that's cool – but if you still get the feeling that you need more tangible or unilateral ways of making Apocalypse World Seem Real, there are options for that, too, without sacrificing how the move works.
The Move happens in the World.
Don't make the "frozen" people be in love with the skinner; that's not the move. It's not a seduce and it's not a hypnotize. No, they KNOW that what they're doing isn't natural and the MC should tell her about how she can see that in their eyes.
In our game, the male skinner used this on a noble woman (our setting was drifted) to distract her. But she KNOWS what's going on, the way we play it. She knows she should have looked away and she knows she's being held there by how supernaturally hot he was, but she can't look away. How does that make her feel, after? She HATED him before. The MC talked at length about how she felt the need to shower. And her threat type jumped to 11, I'm sure.
And if the Move takes time and happens in a somewhat public place, Announce Future Badness:
[…] more people show up. And then more people. Dozens of people stop what they're doing and go nuts when a) the Skinner stops short or b) hits the naked zone and tries to get dressed and bug out.
Best Answer
This is a group temperament question but is generally perfectly acceptable.
One of the amazing things about tabletop RPG's (TTRPG) is that there is not one right way to play. There is the statistical maximization; there is the high-fantasy character concept; there is the consumate role-player; and many more. There are also more than one way to GM.
There is an unusual amount of stigma in modern RPG gaming relating to player agency as it corresponds to the GM. I believe (just about) everyone can agree that the one thing a GM has no right to do is control players' characters. What you are suggesting is not controlling players' characters. You're in the clear!
A lot of modern TTRPG players grew up on video game RPG's. Unfortunately, that media is relatively limited and almost always followed one of two tropes:
Don't give you the option of not being duped by the first people you work for
By pointing all of this out to your players, you give them more agency to choose how they want to interact with your world, not less. You establish that they're not immediately on a Grand Quest to Slay NPC 2, but instead embroiled in plots within plots.
You may find that some players don't want this style of game. Here I will include the near-obligatory same-page questionnaire that may help establish if you and your players are trying to play the same game. Some people just want to watch your fantasy world burn (or go kill BBEG) and you may want to run a different game for them, or even let them find a different game with a different GM.
Judging from your context, I think you could gain a lot (if you have the time) by watching Matthew Colville's "Running the Game" series on Youtube. Notably from this post, I pulled some from his videos about giving Information to the players and The Sandbox vs The Railroad, and to a lesser extent On Being a Good Player.