It also uses a GM for some reason, despite the GM role being an inconvenience that should be gotten rid of when removing it is sufficiently easy.
To solve both of these problems, I present to you:
Turn Order:
A turn consists of describing the consequences of the previous player's Player Move, and then making a Player Move. If the previous player rolled a 9 or less, the consequences of their move include an MC Move.
IRL Mode: At the end of your turn, spin the Talking Stick at least one full revolution, and whoever it's pointing to takes a turn. If the Talking Stick is pointing at you, spin again until it isn't.
PbP Mode: After a player takes a turn, any other player may take a turn, using one post. Act fast!
Principles:
Make Sense: Make moves that are consistent with what's already been established.
Imply a Vast Plot: When introducing new elements, strongly consider connecting them to elements that appeared earlier in the campaign.
Explain Yourself: Actions usually have unforeseen consequences, but once the consequences happen the other players should have some idea how the actions caused them.
This is Schrodinger's Reality: Nothing necessarily exists in the fiction until it's been described in a Move. Revise your image of the game world frequently.
The Characters are Real: Make the characters act in a reasonable and believable fashion. They're supposed to be people, with their own hopes and dreams.
Chill Out: It's just a game. Don't get too mad when your character, who you attempt to roleplay as a real person, is humiliated or defeated.
MC Moves:
Introduce an Opponent: Make the attempted actions of the previous player lead to a new enemy attacking or environmental problem somehow. Perhaps firing wide springs a leak in the boat. Maybe saying the wrong word too many times in conversation summons a Word Demon.
Make an Opponent Do Something: Make an existing creature or obstacle cause problems. Perhaps the boat sinks or splits in half. Maybe the Word Demon starts spreading rumors about a player in order to get people to say its word more often.
Use Up Their Resources: Make the previous player lose some item or temporarily neutralize one of their powers. Perhaps the archer runs out of arrows. Maybe the room the wizard entered was actually a null magic zone.
Player Moves:
Player Moves are actions performed by or about a player's character. When making a Player Move, roll 2d6 and add some bonus (default +0). On a 10 or greater, the Move succeeds. On a 7-9, either the Move succeeds but the next person makes an MC Move, or the next person may have the Move only partially succeed. On a 6 or less, the Move fails and the next person makes an MC Move.
Player Characters:
Each player gets a character, with a number of attributes.
Basic Moves: All characters can do these moves, normally with a bonus of -1.
Reveal Connection: The character turns out to have some previously unmentioned connection to something or someone in the scene, which helps them in some way.
Convince: The character tries to persuade someone to do something. The next player is obliged to explain why that someone is convinced, if there is doubt.
Ordinary Physical Motion: The character attempts to do things a normal person could sometimes succeed at.
Name and Description: Player characters have at least one of the following: Name, gender, height, weight, age, blood type, species.
Character Features: Each player character gets two of these. For each feature, they get a +2 bonus in one of the gained moves, a +0 in another gained move, and a -1 in the third move, if there is one.
If an Feature gives a bonus in a move the character already has, use whichever bonus is better, do not add them together.
Total Badass: The Total Badass is really good at stuff.
:Kill Things: The Total Badass defeats a dangerous creature, or small army of lesser creatures.
:Ordinary Physical Motion: The Total Badass can be better than normal at this.
:Convince: Some Total Badasses talk good.
Amnesiac: The Amnesiac is very involved in the plot. However, the Amnesiac character does not remember why.
:Reveal Connection: The Amnesiac is just as surprised about this connection as you are.
:Ordinary Physical Motion: The Amnesiac may have been some sort of secret agent in the past.
Lucky Guy: The Lucky Guy is totally unprepared for this.
:Contrived Solution: The Lucky Guy gets out of a problem in an arbitrary and improbable way.
:Convince: Lucky Guys are often pretty chill.
Wizard: Doing it is the Wizard's favorite thing.
:Cast Spell: The Wizard solves a problem with magic. If a Cast Spell fails, the next player is obliged to ascribe the failure to some restriction about using magic. If it succeeds in solving a particularly major problem (as determined by a majority of the players), the next player gets to make an MC Move even on a roll of 10 or higher.
:Know Things: The Wizard uses some obscure knowledge about a problem to find a solution (the player makes up this knowledge).
Pyromancer: Fire solves all problems.
:Burn Things: The Pyromancer solves a problem by creating fire.
:Feel the Burn: The Pyromancer solves a problem by communicating with fire.
Vampire: Drink much?
:Arbitrary Power: The Vampire solves a problem with a new or established Vampire power. If it fails, the next player is permitted to ascribe the failure to a new or established Vampire weakness.
:Convince: People get tricked by Vampires for some reason.
Beastie: Like a Manticore or Space Whale or something. Beasties cannot Convince.
:Arbitrary Power: The Beastie solves a problem with a new or established power appropriate for a beast of its type. If it fails, the next player is permitted to ascribe the failure to a new or established weakness.
:Ordinary Physical Motion: Beasties are often pretty fast and strong, or winged or something.
Backstory: Each player character starts with a 100-300 word backstory, which the other players are obligated to read.