Chapters Are Containers, Beats Are Rhythm
A chapter is made of several beats; each beat is one "scene + advancement". Reader fatigue usually kicks in after the 4th or 5th beat — that's where you insert a twist.
The Setup-to-Twist Ratio
Rule of thumb: two setup beats per twist beat. Setups build routine and expectation; the twist breaks it. All twists numb the reader; all setups put them to sleep.
Designing Choices
Good choices are not "right / wrong" but "want both, pick one":
- One option favors the relationship, the other favors plot truth
- Make the player hesitate between "knowing more" and "protecting someone"
Ending
End chapters on a cliffhanger, not after the problem is solved. The opening of the next chapter will have people waiting.