Increasing the pace
If you're not getting as much done in a session as you and your players would like, then try some of these:
Skip the familiar. If you've played out trips on the West Road before, you don't need another montage. Say, "Four days later, you see the smoke from Gordin's Delve," and move on.
Zoom out. Resist the instinct to play out every interaction or decision, every setback, every room of a site. Establish the PCs' general intentions, then gloss over the obvious, the trivial, the stuff that's just color. Resolve a whole course of action with a single move and some description.
Frame scenes aggressively. Start late, end early. Have a purpose for every scene you frame—a question to answer, a conflict to resolve, something to convey, etc.—and cut away as soon as that purpose is met. Use love letters to set up strong opening scenes.
Push towards resolution. Resist the urge to complicate, escalate, or otherwise draw out a situation. Have foes flee or surrender when the fight turns against them. When you get the chance to make a hard GM move, end the current situation and push the PCs into a new one. Don't put them in a spot when you can capture them. Don't pick a lesser success when they can succeed with a cost and move on.
Prevent swirl. If the players start to spin their wheels, intervene. Help them identify what they want to accomplish, rather than keep talking about what they might do. Then lay out some ways to accomplish their goals. If they keep swirling, make a GM move that forces them to act.