A major principle of Agile is iterative development. In this case, your stakeholders are the players; they're whowhom you're building for. You have built-in timeboxing based on your game schedule; you know you need to deliver the next chunk of the world by the next game.
Create enough of the world to run a single session. Everything else should be vaguely sketched out. You should know the skeleton of the current "major storyline" so that you know where things are headed, but all you need details about are the premise and the first session's worth of conflict.
Your players' reactions, Aspirations, and direction will determine what you need to prepare next. Don't prepare more than you need, but have something in your back pocket for if they go in an unexpected direction. This backup shouldn't be something to shove them back onto the rails; it should be a tangential conflict that is related to the central one. A major theme of the God-Machine is synchronicity.
If you want to use this sort of world-building, I recommend using an iconic setting (Seattle is the one in the book, I believe) and going for a monster-of-the-week approach. Give them a mystery or a problem that they can solve in a few sessions; what they do along the way should give you inspiration for the next one. Again, make sure that it's all vaguely connected to keep with God-Machine themes.