This looks pretty good. I have a few comments though:
Minion's nice, it's a good choice, but it would ALSO look a lot better if you used real quotation marks (instead of the typewriter ones) all throughout the document, instead of just on pages 9, 48, and 58 and the first text box on page 14. And that one time on page 21. It looks especially bad when you use both at the same time, like at the bottom of page 41.
The combat advice is good, especially initiative. There's one technique that Vincent has mentioned using in Apocalypse World that is probably worth mentioning here as well: he asks everybody at the table what they are doing first, THEN has them roll dice to resolve their actions in whatever order seems to make sense. If the GM is just relying on the fiction and her instincts to move from PC to PC, there's still the possibility that the louder players getting to do more and the quieter ones being ignored, right? So especially for a group transitioning from initiative order to DW, finding out what everybody does first and then dicing for the whole lot of it makes sure everybody gets a chance to do something, and it FEELS like they get a chance to do something, even if one person's action takes a bit longer. I think it would also help to hone a new DW GM's instincts for moving around the battle as it flows and still keeping everybody equally engaged.
The stakes in Sean's example campaign front are a bit weak. These two are solid:
* What role will the Monolith play in the island’s destiny?
* Will the lizardmen in the swamp break their tenuous truce with the humans to side with the dragon?
These three are not good stakes questions, though:
* What is in the caves uncovered by the dragon's attack on the center of the island? What’s inside that the dragon wants so badly?
* What came out of the mine on the southern peninsula? What's happened to the inhabitants of the nearby mining & logging town?
* Why are the sea elves from the kelp forest making themselves known to the island's inhabitants for the first time?
The reason: There's actually nothing at stake here. These are questions you have to answer IN ORDER to FIND OUT what's at stake.
Once you find out the dragon's attack has uncovered the Ragnarok Stone, you've got the fate of the world at stake, and you can write great stakes questions like "Who will risk using the Stone to defeat their enemies?" or "How will the gods react to the possibility of Ragnarok?"
Once you find out what the dragon wants is another hoard, you've got a bunch of money at stake, and you can ask "What lengths will the islanders go to in order to get that hoard?"
And by "find out" I mean when you make up some shit. Go back and read DW page 196 ("Stakes") again. Those three examples are like the first to above -- they ask about stuff that will happen, exactly the stuff Vincent means when he writes "DO NOT pre-plan a storyline, and I'm not fucking around." At some point you're going to look at those questions and think, "Hmm, what DO these characters do about that? Well, based on what's happened so far, I think they..." But these three are all questions about stuff that already happened, that already exists in the setting, just nobody has made it up yet -- setting elements, not plot elements waiting to happen. These are more along the lines of the questions for players.
Does that make sense?
(And this is just me, but... If it doesn't become "real" until you tell it to the players, whether you make shit up now or make shit up later, it doesn't make much difference. You can always just change it if you think of something better. "Leave blanks" sounds all sexy and new wave and shit, but if you wind up with no ideas at a critical point because you're trying to be spontaneous it's no good, and if it prevents you from spending the energy to try to make shit up when you don't need it, THEN it works.)
And finally, while I do remember some of this stuff from the SA DW thread, the TG threads are currently closed to account-less lurkers (or maybe just me, somehow? I dunno). Just so you know, since you're linking it.
Overall, though, and blah blah blah aside, really good job.