I am going to be starting up a group playing Dungeon World pretty soon (I will be the GM). I have GM'd a very mechanics-driven game about 15 ago for maybe 5 years. In that game (which I wrote myself, and poorly because I was young) battles comprised most of the gameplay and it had a ludicrous amount of computer-RPG style rules to be crunched per action.
I understand pretty well how different Dungeon World is; that's the attraction. This leaves me with what I believe is an important question:
What is an appropriate scope for a first adventure and how large should the "blanks" I need to include be?
Three of the players will be completely new to tabletop RPGs, and the last one will be somewhat of a veteran player. Thus, I'm uncertain how much implicit storytelling I'll be able to expect from the player regarding the game world. Is it better to start with a smallish bit of context such as having the party breaking into a mansion to steal artifacts (and have the players come up with the what and why of it?) or is it better to lay out some encroaching dangers in a larger world and allow the players a chance to decide at a macro-level what they'd like to do to address them?
(I do not yet have access to the GM guide, so if this is answered specifically within it, that would be good to know.)