Are GM Compels meant to be necessarily negative? And are they to have an immediate effect, or get the PCs into a situation?
Examining other accounts of compels, it seems that most of the examples are negative, and in many cases of immediate negative effect, i.e. fail this roll and you get a fate point. However, I've read other accounts that hint at the style I've taken, though I've seen no official indications either way.
Two examples indicate how I utilize them in some cases:
The PCs have found indications that the villain behaves a certain way from assessments. However, when the players are actually looking at the situation, they ignore the prior assessment (which seems to happen a lot after the initial tag). I compel the one of the PC's Chess Mistress aspect to get her to recall her earlier assessment of the villain to spur their thinking in a different direction and move the story along.
The PCs are trying to bribe a Satyr that lives with the homeless near a monument for information. One of the PCs morality is a bit skewed, so even though another PC gives him money to purchase food from the nearby market, he decides to steal the food and keep the money. I compel his Wow! That escalated fast! to have a cop be in the market behind him. I don't compel him to fail, nor to continue through with his decision to steal, just to throw in a complication.
In both cases, the use of the aspect isn't of immediate (and indeed in one of any) negative effect. Is there a better way to use the aspects in similar situations?