allow narrators to write additional cues that are revealed upon objective completion.
In addition to the general public information given for strong and weak outcomes, I suggest that it should be possible to give additional specifics that are unlocked upon completion of an obstacle, to allow for greater intrigue.
For example, playing a hard-boiled detective story (or other mystery), a character surveying the scene of the crime could have a "look for clues" obstacle with the strong outcome of "find a good clue" and a weak outcome of "it feels like we're missing something." The narrator knows who the killer is, and therefore what clue there is to be found. However putting the clue in the outcome descriptions would give it away, even if the players get a weak outcome.