Rolls
(d6)6: Overshoot, minor penalty
5: Success
4: Partial Success
3: Fail
2: Significant Fail, minor penalty.
1: Major Fail, major penalty.
Overshot doesn't factor in for:
A: Competing rolls. Highest wins.
B: Applying a strength or other roll boost, unless it wouldn't be possible without it.
The more specific a weakness or strength, the more it affects a relevant roll.
Give opportunities for players to replenish their ammo.
Use a bigger die, such as d10, d20, d50, d100; for more unlikely rolls. The idea is that the top 6 numbers would be the rtd prism. A small d4, d3 may fit easy rolls.
These are called guidelines for a reason. You can deviate. However be aware of player expectations and help the game remain accessible to those drifting in and out.
Specify any changes players need to know at the start of your chapter. Turn off or limit features you may find a burden. Start small and work your way up next time.
Or do what feels comfortable.
Consider offering a role in the plot to villain characters: You can make them more powerful, in exchange for following your rules and directions. Otherwise you will tend to be following what they are doing and be demoted from storyteller to dice roller.
Host's Player Character
Do yourself a favor: instead of putting effort into being a player and the mastermind storyteller at the same time, either have the character stand aside, or think of a creative way to incorporate them into the storytelling.
Examples:
-Staying back to protect a person or place.
-Giving the party intel with long distance communication.
-Becoming an antagonist or unallying after something causes goals to change or conflict.
-Become burdoned with some chore, going with someone else down a different path.
All these can allow you to take a break from playing and give storytelling your all.