6. Write a full draft
Write out the move, beginning to end, keeping in mind everything you've done so far. Don't worry about polished language or formatting yet, unless that helps you write. Your goal here is to see how it all fits together.
As you write, you might rethink decisions you made earlier. Something might not work as well as you thought it would, or you might think of a better way. Great. Change it. Creativity is often messy.
Keep your goals and constraints in mind. Let them guide your decisions, your choices, your words.
If your move involves someone picking between results, you can either write the choices inline, or you can make a pick list.
An inline choice looks like this: "on a 7-9, you either succeed OR no one's the wiser (your choice)". This approach saves space, so it's useful when brevity is a concern. But it's often less clear than a pick list.
Use a bulleted pick list any time there are 3 or more options to pick from, unless you have a very good reason to do otherwise. Even with 2 options, a pick list can often be clearer and easier for players to process.
With that said, keep your pick lists short. 2-4 is ideal. 5 or 6 can work, but see if you can condense them. 7 or more options in a single move is usually a bad idea, as it can lead to decision paralysis.
Try to make the different choices parallel, in their language and their scope, scale, timeframe. Don't make one of the choices obviously and always better than the rest. If you have a pick list, consider whether any of your options would benefit from an "else" statement at the end. For example, one option for Forage is "you avoid danger or risk (else, there is some)." The "else" there clarifies that if they don't pick this option, there will be danger or risk. You can also use "else" statements to establish a baseline result in a succinct way, which can be quite useful for magical effects. See Ice Weaving and Impudent Polymorph for examples.