I love this game - it is very inspiring. I wrote & ran an incursion (The Writer’s Retreat, twice), and the second time things were so tense that my hands were shaking and I was rather jittery afterwards, because my players were so awesome and things were coming together so well.
For my part, I believe that the drives are very important in this game - a really good drive already shows the cracks in the character’s psyche and invites the players to lean into that.
A really good drive should be something very personal and relatable, and I think it pays out if the GM asks questions about it to turn the screw just so on that later.
For my incursion I used drives rooted in the need to be affirmed, the need to deal with personal issues, jealousy, obsession & self-preservation. Even those drives that had somebody else in them were really about the way these others viewed the player character - it wasn’t about doing something nice for those secondary people. Because I feel Trophy works best if the characters are deeply flawed even before going on the incursion. Even better if the flaw drives them towards it - the seeds of the character’s deconstruction should already be there from the beginning.