During play, you improvise details the way you always have.
Throughline treats each one as a commitment the story has made, and
works out — ahead of you — how those commitments can resolve into one
coherent plot.
Here's the situation every GM has lived. Your players are in a
tavern. On a whim, you give the innkeeper a sparkle in her eye that
doesn't quite read as natural. A player rolls Insight, and you
narrate the unease:
"The sparkle lasts a beat too long. She sees your expression change,
and for a split second something flashes — anger, maybe — then she
covers it. 'Ale, was it?'"
If you have a plan behind that moment, it's a hook. If you don't,
it's a debt: you've promised the table a thread, and now something
has to be at the end of it. A campaign accumulates these debts faster
than anyone can pay them down — that's why so many long games end
with threads pointing nowhere.
With Throughline listening, the sparkle goes into the campaign's
memory the moment you say it. Over the sessions that follow, it looks
for the version of the story where that detail — and the twenty or
thirty others you've planted — were always pointing somewhere, and it
prepares the scenes that pay them off. When your players swerve, it
re-threads the plot around what actually happened.
Good GMs already do this between sessions, with a notebook and a free
evening. What nobody can do is re-plan mid-session, at the speed of
play. That's the part Throughline covers.