2) How to Run This Book
Traditional GM: you hold the map, clocks, and NPCs.
Rotating ST: use the Influence Points from core rules. Each mission lists IP Hooks for quick twists or flashbacks. When current ST’s PC takes a turn, pass ST hat for the scene.
Clocks. Use 4/6/8 wedges. Advance when the party fails or chooses costs, or when a deadline hits.