I will try to be a little positive and think of some things I did well tonight, though:
* The pacing was reasonably good. I felt like players were engaged most of the time; we managed to do a couple fight kinds of scenes
* I utilized prep to set up and resolve a little plot about a side character that was introduced as a joke
* I didn't describe things using numbers
* I avoided making NPC interactions feel too transcational
I'm also dealing with the most ridic player character I can think of in Inverse World's Sky Dancer.
She can fly at-will, naturally, but also has this move which lets her ask (without rolling the dice!) "is there a trap or ambush here?"