I made a cheat sheet for my players, I thought it might be useful to others as well. This is just for my games, not me expressing my belief that the core rules are broken and in any need of changing or fixing.
Ways of earning bennies:
*Any time a player "invokes" or uses their own hindrance to complicate the story. For example: they give in to an addiction and lose a suspect they were watching. A player descides her phobia comes into play without the GM imposing it.
*Players can gain a bennie by choosing to fail a roll to further the story. Sometimes losing in a car chase will just make the story more interesting.
*The GM can offer a player a Bennie as a 'story complication' in exchange for a Bennie. Players may refuse the completion and Bennie by giving the GM a Bennie in exchange.
*Players may propose a story complication, the player describes a complication in the story that works against the party as a whole. If the GM agrees and runs with it every player effected gets a bennie. Maybe a rival gang shows up, or a trusted contact double crosses the party.
Ways of using bennies:
*Players can gain a reroll as per normal SW rules.
*Players can spend bennies to soak wounds per SW rules as normal.
*Players can spend a bennie to "remember" a piece of gear they packed.
*Players can spend a bennie to gain the benefit of an Edge for a single round.
*Players can spend a Bennie and get a "lucky break" this is entirely up to the GM, if the GM doesn't feel it's appropriate he will return the bennie. Otherwise he will describe or let the player describe something that is discovered or suddenly noticed in the players favor. It's also the GMs discretion to allow players To describe the lucky break and allow it or veto it.
*When players clearly have advantage against a weaker group, like a group of knight in disguise jumped by road side robbers. Or possibly a street gang trying to stop a party of prime street runners. Players can spend a bennie to use cinematic combat to resolve the combat.