I had a chance to try out the game with three players, one of whom really has very little gaming experience and the other two with a great deal of experience.
I made the decision not to distribute the list of "moves" to the players and instead just gave them their character sheets, and as we played, asked what they did in given circumstances. Depending on their character and the situation, I figured out which move applied, and simply asked them to make a roll. I then conveyed what happened using the appropriate move and we carried on that way. It was so freeing not to have players agonize over which "move" or "action" to take and instead imagine what was happening and react freely to it. This is the way role-playing games should work.
Interestingly enough, that freedom was a little overwhelming at first for players who are so used to being boxed in to 4e or most other RPGs, but as the game moved on, we managed to have a far more realistic fight scenes with the heroes in a knock down drag 'em out fight that would be painful to simulate in most other game systems.
I really enjoyed this rule set and I think if it seems incomplete that is only true in the most minor of senses. I have added "step down" damage dice for unarmed fighting (unless fists are your weapon as in the case of the fighter) and that's really the only other rule I've needed to add. Otherwise it's really up to your imagination.
For a fantasy role-playing game, Dungeon World is my new go-to game and I'm going to be hacking it to suit other settings as well.