Oh, no problem! As for general advice with The Veil…
I know the writer has a strong preference for suggestive and evocative mechanics (more descriptive rather than prescriptive, if those are helpful adjectives) so there is rarely ever any guidance on a 6-/miss, for example. Some options in moves are strictly evocative — for example, in Sway, one of the options the MC can select is “You need to give a piece of yourself to them, body or heart.” That can mean whatever you and your players interpret it to! When you run into bits that require interpretation, lean into it. The Veil is designed very much to shape itself to the kind of cyberpunk story you (the whole table) wants to tell. That’s part of why the playbooks have such a strong influence on the setting.
Use the feeling wheel! It’s a very good resource because it can be hard to figure out what your players’ characters are feeling when they roll. As y’all play, though, it will become second nature. Along with that, make sure your players are saying their feelings when they roll! Don’t let them get away with not! It’s not something you have to push, but it really affects a scene if, for example, a security guard is threatening a PC and the player keeps rolling with joyful — how’s the security guard going to respond seeing this PC…what? Laugh them off? It’s a way different scene if the PC is scared, right?
A couple moves to really think about: Probe and Neutralize. The PCs will probably be triggering Probe a lot (and they should), but Probe generates Hold, which the player is meant to spend during the interaction (they lose the Hold after the interaction ends). So butt in early if you even have an inkling that a player is trying to Probe, especially if they’re not telegraphing very loudly!
Neutralize is really great, imo, because it generates Hold. Instead of something like Attack Someone from Apocalypse World, Neutralize lets you extend a scene without punctuating it with multiple rolls. You can make your MC moves and they can respond by spending Hold. When they’re out of Hold, then there can be a big shift in the narrative moment, a reassessment to reroll Neutralize, etc.