Consequences
Each major arcanum has a list of potential consequences, with one or more checkboxes next to each one. Players mark a consequence when one of the arcanum's moves says to, or when you tell them to do so as a hard GM move.
The player decides which consequence to mark. They don't have to mark them in order. "Nested" consequences should come after the ones they're nested beneath, but aside from that, it's the player's choice.
Whichever consequence they mark, it happens. Begin and end with the fiction. Say (or ask) how the consequence manifests, what it looks like and feels like. Bring it home, too; show how that consequence affects others, and how NPCs react.
Consequences are a limited resource. They stay marked even if their impact is passing, temporary, or undone. If a PC marks, "You are burned… Mark a debility and take 2d4 damage," then that consequence stays marked even after they regain their HP and clear the debility.
Many consequences involve permanent changes to the PC or the world. These might be undone, but there's no standard way to do so. Make a Plan, based on the established details in your game.
If all consequences have been marked, decide as a group whether that means there are no more consequences to accrue (thus making some moves impossible to trigger and other moves safer to use), or if future consequences mean that you make a hard GM move, in line with the consequences seen previously in play. The answer might be different for each major arcanum, or even for each move. Talk it out, together.