Lots of games Powered by the Apocalypse make it a point on the game agenda to find out what's going on, rejecting the notions of "this will be my bow and that is how a particular scene will unfold" and looking at the unexpected for maximum fun and excitement.
Masks: a new generation has a particularly different formulation, "play to find out what is changing", and the long description tells me a lot of things that read more like "play to find out what is going on" with a new coat of paint.
You don't know exactly what will happen during the game. You don't know who will become the PCs. You have no idea how they are going to change the city. That's why you play in the first place, because you can't wait to find out! MASKS is a game about change, about young people growing up, about the city that reacts and reshapes itself in response to the people who make it up. Do not expect events to happen: just plan to push and push the characters and the setting to see what it could become.
What is the key to understanding this agenda item and how to best fill it without relying too much on a Dungeon World background (as GM and as a player)?