Hints and tips would be look toward 4E D&D skill challenges for some idea's on using the players skills more actively in the game and for a bit more narrative in certain area's.
The Skill Challenge system ( and even better is Star Wars Galaxies of Intrigue which outlines a more flexible system) asks the players to detail how they are dealing with a challenge, the GM assigns an appropriate skill and the players RP depth can help make things easier. For Warhammer, it's got so many more interesting variables that 4th Ed D&D, it's quite mind blowing.
For example, a street chase, where the group is trying to catch a thug:-
Athletics: You run headlong through the streets, pushing yourself to keep up and even gain on the guy.
Coordination: Unfortunately with the people, carts, dogs and everything else blocking your path you must weave with agility through them. This could be replaced with Intimidate as you bellow at the people in the way.
Folklore: Thinking about it, there are a couple of shortcuts that you can use to reduce the distance between you.
Resiliance: to maintain the pace.
Set the number of success's needed (base of 6) and failures (3 maybe), set the effect of a failure, the failed Athletics means that the guys gained some ground (extra success required), failed co-ordination check, you smash into a local and may end up in a fight with them at a later date and a Fatigue level. Failed Folklore means nothing bad, just no gains, failed resiliance is a stress level as the person has a stitch.
You can either have an individual take the lead with each skill( 1 of the team take a the lead generally -Athletics, another player gets stuck among the pervading street people -Coordination, a group member indicates good directions to cut the guy off -Folklore, all group members must make a resiliance check. Or you could do this as a group check and as long as at least half of the group succeed this is a success at the task. Often you mix these up between group and individual checks. 3 Failures means the guy gets a way and the group must consider a different way to find the guy and may be confronted by angry townsfolk who's carts were knocked over by the group( combat encounter where the group may have to be careful not to kill the people). Success means they catch the little sod, though you might have the PC corner him and then have a group of his mates corner them and a Combat( or roleplay) encounter ensues as the PC try to talkintimidate the thugs to back off( the thug offers them money to help him).
Another example, social encounter where the group must convince a lord to help the group deal with marauding creature:-
The lord doesn't want to pay the group to hunt the creature(s) down or give them troops to defend the farms.
Player1: My lord whilst I agree that the deployment of a number of guards will diminish your forces in the town, we will need there eyes to watch over the farms and spot signs of the creatures (using charm).
Player2: I've already heard that some of your farmers are talking about leaving for safer climates, this won't reflect well on you sir (guile).
Player3: If memory serves your ancester was in fact a simple farmer himself but raised to a knight when he roused the other people to stand firm against an encroaching orc warband...surely his simple background should be respected in these troubled days and the farmers defended (History-Folklore or Education)
Player4: The creature will hunt in the forest, which will force other predators into the farms, such as wolves, foxes. These will cause a lot of damage to the livestock (Nature Lore)
Player5: I'll remain quiet and watch the lords reactions to my collegues words and whisper advice on area's that he seems more receptive to (Intuition)
Player6: My lord should you fail you act, this monster will rend and tear your people, the fear and terror will spread like a plague until you end up with tons of refugee farmers in your town begging for food, this inaction will be extremely damaging!!!" (Intimidate)