Adventures vs. homefront
A key tension in the game is how much time to spend on adventures (expeditions and crises) vs. homefront play. The game won't always tell you when it's time to switch, and that's intentional.
Use your players' wishes from the End of Session to calibrate the pace of the game. If the players are itching for adventure, nudge them towards letting the Seasons Change, or offer an opportunity to make progress towards some goal. If they want more downtime but the Seasons Change and a threat worsens or makes itself known, maybe telegraph a threat that they can't do anything about right now (like growing unrest in Marshedge or some fell beast spotted in the Flats).
The game mechanics will sometimes drive play in a particular, unavoidable way. If the Seasons Change and threats abound, then there's no way folks are getting a quiet winter. But maybe you can give each PC one pleasant day before the trouble starts?
If your players want to constantly work on projects or head off on multiple adventures each season, don't be afraid to pump the brakes. Remind them of their obligations, and if they ignore them, start to oppose their wishes. Tell them the consequences of rushing off on a half-baked expedition with no chance of success. Etc.