In Dungeon World, there is the move:
When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or more, take 1 preparation. If you prepare for a month or longer, take 3 instead. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.
This move indicates that game-time is passing by rather rapidly in a short amount of play-time. In my games, time is very commonly slowed to the point of a CRPG such as Baldur's Gate, which I believe is due to my influence on it as a GM having played a lot of such games. This is occasionally not as fun as it could be for the players as it would be if we could skip to more interesting events, and our pace precludes the use of the move Bolster as well.
Now, I could speed up the action very simply as the GM by saying something like: "The party makes their way to X where they find Y going on and spend T weeks engaging in epic Z." However, saying something like that would violate the following rule:
Play to find out what happens.
Dungeon World adventures never presume player actions. A Dungeon World adventure portrays a setting in motion—someplace significant with creatures big and small pursuing their own goals. As the players come into conflict with that setting and its denizens, action is inevitable. You’ll honestly portray the repercussions of that action.
This is how you play to find out what happens. You’re sharing in the fun of finding out how the characters react to and change the world you’re portraying. You’re all participants in a great adventure that’s unfolding. So really, don’t plan too hard. The rules of the game will fight you. It’s fun to see how things unfold, trust us.
I think the players would have more fun if they would zoom out in time occasionally, but I'm not sure how to make that happen without violating a core principle of the game!