I'd love to add some knowledge from a DW-guide by John Aergard.
It's full title: Dragonslaying on a Timetable: Running Tight 4-Hour Dungeon World One-Shots With Zero Preparation.
Briefly, this is what it's all about:
He makes no preparation whatsoever beforehand. If you're a new GM however, you might want to read through the rulebook a few times :)
He suggests a very strict timing so players get a full Dungeon World experience AND finish an adventure in about 4 hours.
- 0:00 - Intro. Talk about safety, RPGs, and so forth. Begin making characters and doing Q&A.
- 0:30 - Characters, setting, and premises have been set. First encounter begins.
- 2:15 - 1st and 2nd scenes done; take 15 minutes to level up and for bio break.
- 2:30 - Final scene begins.
- 3:45 - Final scene done, debrief with the players, thank them for playing.
He uses the players to create the world from scratch.
GM: Barbarian, tell us about these lands you have arrived in.
By having them answer questions about their characters, they make up locations, plots, NPC's, goals, destinations...
GM: Paladin, what is your quest in these lands?
Afterwards, he asks questions to entangle every character with all the information they have already set up.
Paladin: I'm here to prevent the Necromancer from completing her spell.
GM: Oh. So Thief, what have you come to steal from the Necromancer? And Wizard, are you still friends with the Necromancer? Where did you first meet her?
Once everything is established, the scenes start. He takes the players through three scenes
- The First Scene starts the players off with immediate danger.
- The Second Scene gives them a choice on how to reach the Final Destination
- The Third Scene features the Big Finale, with an interesting foe in an interesting location.
In the final battle, he makes sure to 'fight back' hard enough so one of the players get to meet Death. He wraps up by having each player tell them a little something about their character 'after the events'.
I think it's a perfect guide to setting up a one-shot with new players, even a new GM. Also, his hints and tips make sure these new players have a firm grasp of what Dungeon World is all about when the game is finished.