Hey! !pbta@ttrpg.network would be happy to discuss this!
But in general, building whole campaigns isn’t a thing PbtA games do, and instead they use the fact that the game engine forces the narrative to keep moving and constantly provokes the players to react and take action to drive the game onwards.
Have you played / MC’d any other pbta games?
Give agency to the player:
Make their choices and decision points clear, and tell them the consequences of each path. You can put anything you like on that path, and they will be fine with it, because they actively chose it.
“This path is full of bear traps.” “ok.” PCs foot is cut off by bear trap “Well, yep. There’s bear traps here.”