Dropping the hook
Once the initial scene is set, it's time to drop the hook. Make GM moves that introduce the core threat or opportunity of the adventure and prompt the PCs to act.
You can (and should) keep asking questions after you drop the hook. You might need to ask such questions in order to make the hook compelling enough. With that said, limit your questions to things the characters would know the answer to already ("How are you related to Gorlas? Why is everyone so quick to dismiss him?") rather than asking the players to invent entirely new elements ("Who comes barging in, muttering about crinwin nests?")
For preparation, write down the moves you intend to make and how they'll manifest, plus any questions you plan to ask. This might mean coming up with specifics that have been vague in your mind so far: who, exactly, burst in with news of a crinwin nest? Why should the PCs trust him? What exactly did he see? Either decide on these things now, or decide that you'll ask the characters for the answer during play.
None of this prep is set in stone! You'll often need to adapt and improvise based on the details established during setup and the initial scene. Stay loose!