*Apocalypse World* says to start by following your characters around, living their daily life. Don’t do that here—start with a **fight**. At the end of prep, they’re a team who has fought together before, and has reasons to do so again. Give them a chance to show off, to open with a bang. Odds are this opening villain will also give many hooks for future trouble, and all you have to do is listen to the players’ theories and run with them.
But maybe *just* a fight is hard—the best action scenes contextualize and show off character, after all. So, also start with **relationships**—let the opening show who hangs out with who, who freaks out when who is in danger, who wants to show off for who. As the GM, any time you’re not sure which move to pick, pick the one that puts pressure on the relationship you’re curious about.
Finally, also start with a **reason**. It’s usually the case in *Masks* that there are adult superheroes around, who you would think would be better-suited to stopping supervillains. So *why these kids*? I’ve seen reasons from official sanction (the Protégé’s mentor wants a team who no-one will suspect!) to the absence of competent adults, to “fuck the grown-ups, they’re in on it, don’t trust anyone over 30”, to a very personal and immediate need to get the villain who harmed you.
The team doesn’t have to all agree, by the way. But they should at least know and understand each others’ reasons. They are, after all, a *team*. And the *players* should totally be on board—be explicit about this conversation during set-up.