Time passes in-game at different rates depending on the situation. In regular play, time passes at the same rate as real time. In tense situations, time is broken up into turns and rounds.
A turn is an individual player's turn to describe what their character wants to do. Each player takes a turn one by one. A round is when every player has had a turn.
If the GM and players agree, time can be passed at a much faster rate. This is useful for when the players want to travel long distances or their characters have some down time. Time can also pass between scenes.
Establishing a turn order is important for keeping track of who is doing what and when. Turn order is determined by rolling initiative. Initiative is established at the beginning of each session. Each player rolls a d20. The one who rolls the highest takes the first turn. The turn order then moves clockwise around the table.
The player with the highest initiative of a session is called the canary. The canary gets to respond to any given situation first, unless otherwise noted by the GM. If the players wish, instead of the canary being determined by a roll, they can choose to nominate a player to be the canary for that day.