Other things to do

Take notes! NPC names and traits. Who's related to whom. Bits of history and lore. Places. Things. The events of each session. If you think it'll be helpful to reference later, write it down. Your future self will thank you.

Learn the rules. You don't have to be an expert, but learn the basics. Know that "roll +STR" means you roll 2d6 and add your STR. Familiarize yourself with the basic moves, especially their triggers. Understand how outfitting, gear, and possessions work Gear and.

Know your character. You're the one with the playbook in front of you. Know what your stats are (or where to find them). Know what your damage die is. Know your moves, what triggers them, and what they do. Double-check things, sure, and everyone makes mistakes. But you are responsible for your character. Don't expect the GM or other players to tell you what your PC is capable of.

Watch for moves triggering. It's everyone's job to call out when moves trigger, or to question it when someone invokes a move without its trigger being met. "This feels like you're enticing her… Persuade?" "Is this really Defy Danger? Like, what's at stake?"

Work the fiction. Describe your actions in such a way that you trigger the moves you want to use, and avoid triggering moves you don't want to make. Exploit details of the established fiction, or suggest new ones that you think might help.