Yes, that's one of the bits that I'm trying to get down. It's hard, though, as I have to work out what I do when combats are the most fun.
In the meantime, I'd advise a good read of
this thread on story games about running combat in Dungeon World. Almost all of it is applicable to Monster of the Week as well.
The two key things I have to try not to fall back on are:
- Let the fiction go first. Given what just happened, who has a chance to make a move next? What sort of move makes sense? This applies to Keepers thinking about their next move, and also about what the hunters might be able to try.
- It's not a my turn-your turn thing. Who gets the next move depends on what's happening right now.