What not to do
Don't roll until there's agreement. If you say "Ooh, I bet I Know Things about Fae" don't just pick up the dice and roll +INT. Wait for the GM and the rest of the group to acknowledge that, yeah, you're triggering a move, this move. If you roll for a move before the others agree that you've triggered it, then it doesn't count. Pick your dice back up.
Don't cheat. If you fudge your dice rolls to get the outcome you want, or you "forget" a rule or some detail established earlier, then you're not really playing to find out what happens. Roll your dice in the open, respect the established fiction, and play by the rules. You'll have more fun, and you won't be a cheater.
Don't keep secrets from other players. It's fine for your character to keep secrets from the other PCs. Heck, that's great! But the other players should be in on it, able to enjoy the dramatic irony.
Don't expect fights to be fair. Just because the GM puts a monster in front of you doesn't mean they think you can defeat it. Fights will not be "balanced" to your PCs. And even a fight with an "easy" foe can go sidewise if the dice are against you. Judge your chances carefully, avoid fights that you can't handle, and be willing to flee if things go south.
Don't overthink it. Don't waste your time deliberating every decision, or making elaborate plans to cover every contingency, or thinking of the perfect answer to the GM's question. Be bold, take risks, and embrace difficulty, setback, and failure.