Hooks
When you want to push the PCs into the field with a threat or an opportunity, it pays to prepare a hook. A hook involves: setup questions, a plan for framing initial scenes, some specific GM moves you plan to make, and some possible reactions. See the First Adventure chapter First Adventure for guidelines on preparing a hook.
If you know (or suspect) that the PCs will leave town, you might prepare your choices for the Chart a Course move Chart a Course. Consider drawing a map, prepping points of interest, and roughly imagining a few encounters that they might have en route. See the "What to prep" section of the Expeditions chapter What to prep for details.
Think about each important place you expect the PCs to explore or encounter during a session. What's it like? How will you describe it? What questions will you ask about it? What's its story? Do you need a map or a visual aid? Are there dangers or discoveries within? See Sites for ideas.
The hazards and monsters and hostile NPCs that the PCs might encounter. Find entries in the setting guide to use, or make your own. You can do this on the fly, of course, but it takes up table time and it's best to have it done in advance. See the chapter on Dangers for guidelines.
Puzzles, clues, mysteries, treasures, arcana… these are all discoveries. Some of them you'll just wing on the fly. Some you'll want to make a few notes on. Some (especially arcana) you'll want to write up in detail. See Discoveries for more.