Fillable sheets are in progress, but there is the fillable spreadsheet that Twelve made as an option.
As for a GM guide, I had written one during development, but it was scrapped because I felt that the advice given was too generic.
Viewing post in GMs Guide and NPC tracker
I beg you to write at least something. As a GM, I cannot understand how to run it: how to prepare an adventure, how to write quests and how many of them to prepare, when to allow heroes to rest and recover, how to structure social encounters. I don't even know if I need to prepare in advance and in detail (like dungeons in oldschool games) or I should improvise them on the go (if so, how do I understand, where players find something good and something bad?).
It might be felt generic from the perspective of an experienced GM, but please do something for newbies. We really want to play the game, but the absence of a GM guide is the major stopping point.
Some of the things you have said here make me believe you haven't read the book in depth enough. Such as:
- Heroes do not need to rest and recover as per other games; HP and MP are restored after every Combat, and Consumables have one use per Scene that renews between Scenes.
- Skill Games such as Interrogation, Negotiation, and Persuasion are all useful when you want a social encounter that demands rigorous mechanical ties. For other social encounters, you could just have your party roleplay it and use simple Ability Checks.
- A structured way for your party to discover plots, information, etc. is included in the Investigation Skill Game.
Beyond not reading enough into the book, you're also asking for balancing information. I will tell you now; there is no easy way to standardize balance in this game due to the complex customization options baked into the whole game at every level. You won't be able to know how many Quests you might needs to write or prepare; or how to balance a Combat encounter; or even what type of encounters or hooks will entice your players until you know both the party's character composition, and the players' play style as a group.
Finally, you ask for subjects that are a matter of taste, these being the following:
How to prepare an adventure - This depends on the type of adventure you and your players want, whether you want it to be short or long, etc.. This is all part of your preferences, not a thing that can be standardized.
Whether to prepare in advance, or to improvise - This depends on how you want to engage your players, and also how they like that engagement. This isn't anything that can be standardized.
This game is not a theme park type TTRPG. This is a toolkit. We give you the toolbox, say "have at it," and then it's in your hands.