Let us know how it goes!
My take away from playing various systems for many years and then recently getting a little into apocalypse / blades type systems is - the latter are nice because they really only work if you 1) set the scene and define the goal for a task; 2) give the PCs meaningful choices that have different risks and outcomes ; 3) let them decide what they’ll do with this info - then roll. Because these systems need this to happen it gets you into this mindset by necessity.
I find some good ideas from these games are:
1) if you offer help to the task, then you might also are exposed to the consequences of failure also ….. eeeek !
2) a failure might be because some strange and unexpected event took place - not because the PCs are not good enough (which introduces a twist to the story)
3) telegraphing threats and then getting the PCs to decide how they respond, but making it similar to an extended test - but it evolves over time depending on how they’ve approached it and how successful / unsuccessful they have been
4) using this telegraphing to set the expectations of what failure might look like - which stops the “I failed ….. can I just roll again” type thing
E.g. - for the stealth, once the leader has gotten some of them across, maybe there are 2 PCs left to make the attempt. You describe how the leader gets them across, all dramatic like, then describe how they are about to bring the 2nd last PCs when a spark of light just 15 m away stops you all in your tracks. You had failed to notice the soldier leaving his tent who just lit a cigarette. He’s not looking in your direction, yet, but if he turns he will spot you ……. PCs …. “What do you do?”