Generally speaking, most of the PbtA games favor a style of running that relies heavily on the make up of your group. I have had groups that took a very Buffy like angle with it where they wanted to be teens dealing with the weirdness in their town and most of them kept their natures secret. I've had people who tried to push it into a sort of "end of the world" vibe where the heroes made a difference in their part of the world, but it was known that on the whole, evil was winning. I've had ones that take a more Scooby Doo like vibe where the mysteries are reasonably simple and the tone is very light. We were just sort of having fun at the table and didn't want things that got too heavy. I have seen people try to push heavily into the mystery angle, but I haven't seen that done well. Either group gets stymied as they're not catching on to the very clever mystery or you end up making the mystery what they think it is because they've worked so hard to get there. Spending 7 sessions chasing red herrings tends not to be fun for anyone, even those who really enjoy the mystery section and if you make the mystery too easy or two hard, they tend to not be having their fun. You really need to be able to read your players if you're going to go with that style so that you can tell what they're catching on to and what they're not as well as tracking interest and investment. I personally favor the lighter tone where we get to figure out what's going on and deal with the problem. Ideally getting lauded as heroes or comedic interactions with clients over the collateral damage. So, think more ghostbusters than Call of Cthulhu or a supernatural Sherlock Holmes. I think that you do need to get on the same page about how much the game is about solving the mystery and defeating the monster of the week as compared to how much of it is about seeing the characters interact. I favor the interaction with the mystery as the backdrop to see the characters together, but one can run a game that takes a more hack and slash sort of attitude to it. The group is there to solve the mystery and take out the bad guy and who they are as people and how they interact beyond the job is of little importance. A scene that can put that in perspective is looking for clues. One group might spend half an hour or longer describing them looking around and making comments and quips to each other just loving the banter while they ask questions about the mystery based on their rolls. Another group might spend 5 minutes on the same scene as they roll ask questions, and get the narration of how they found the information so that they can move to the next scene.