Yup.
The other thing is that most players realize that you're working on a tight time frame, and that the adventure is going to be a little rail-roady because of that. Never be afraid to step out of character a moment and let the players know they're off course, or taking too long, or whatever.
One of the early Season 3 adventures is actually a 2-part adventure... You are hired to steal something, and then after you're hired to do a follow up job. We didn't realize this, and the GM didn;t give us any hints, and we ended up spending over 2 hours planning the first theft, and we had to rush through the final part of the adventure to finish. So this is something I tell COn GMs now: DOn;t be afraid to say "Ok guys, here's the deal..."
I've even started putting notes to that effect in Season 4 adventures, when I know a scene has the potential to derail or go long.
Same advice applies to adventures with multi-part payments too. Some players get hung up on money, and some adventures don't offer much money at first. In the earlier seasons, this was a bigger problem because the pay scales were all over the place (Further compounded by Table Rating adjusting pay, so if you were playing at a low table rating, sometimes it wasn't worth it to even play the adventure). In Season 4 and up, we balanced pay scales out a bit, but that's not always obvious. When your Johnson offers you a mere 2 or 3,000¥ for a job and you can;t negotiate him up much, some players might get frustrated, not realizing there are further pay options later in the adventure. So I have notes in there that if this comes up, take the player aside and let him know that there are other opportunities in the adventure.
In Character, sure, his player might walk and he'd miss out, and it's his own fault for leaving... But we're here to have fun. And at a con game, you paid $4 or $6 to play the game. We don't want players to walk out unhappy and feeling like they were screwed.
Of course, in a home game? That's the GMs call. You're not under a time limit, and you can let the players deal with the consequences of their own actions
Bull