When I am GM:ing KULT: Divinity Lost things tend to move on in a quite nice pace. The characters have their Disadvantages, the Antagonists have their plans and NPCs act on things that happen. And of course, since I know the most of the plot I can also predict things that the Player Characters might do or at least locations that they most likely will visit.
Now, to get most out of it I do something that is often frowned upon in the PbtA community. I Plan and Prepare specific scenes. The thing is that I am not that great at improvising all the time, I find that I can craft scenes that really puts the players on the spot and that they remember but then I need to put some time building that scene in my mind. This is extra helpful with the Disadvantages. For example. A character that has the Disadvantage Haunted. Well I can plan a really nasty scene in quite the detail with sights, sounds, smells and then save it in my back pocket until I want to activate that hold. Sure, I can do it in the spur of the moment during play. But if I have time to plan it I can create a more difficult dilemma and a more powerful and memorable situation.
Also, in some morbid way I like to have these scenes in my mind between the sessions and sort of reiterate them again and again. Coming up with the worst possible way of doing it. Or the way that is most fitting for the campaign.
So this is my advice.
Look at the player characters and the Disadvantages they have chosen. These will come into play. Now, sit down, and start to write down different scenarios how they could play out. Just a sentence or two. Do this for each Disadvantage.
Then, pick the ones that seems most interesting and start working on them. What scenes do you want too paint for the players. What is the sensation, the smell, the setting, the situation. What fits the theme of the campaign and what has happened so far in the scenario.
See to it so that you at least have one scene for each disadvantage. Save them. These are your bombs. And you will find that they can carry quite a more powerful punch if you spend some time on them.