while I find the wonky text distracting it doesn't slow me down, but it will cause many people to stop reading.
had read almost half-way through the first scenario before I could get an idea of what it was about and where it was going. still not sure what the second one is about.
I think what you're doing is trying to involve the reader in a hybrid story/mini-game, where you walk them through the scenario and share each scenario element as it happens. this approach makes for a poorly told story and is annoying to a referee who is trying to figure out what is going on so he knows 1) if it will fit in his game 2) if he wants to run it and 3) how to run it.
try this. 1) a paragraph describing the general background and what is going on, stated clearly and up-front (allows the referee to decide if he can use this). 2) a paragraph or two explaining the expected course of the story, stated clearly and up-front (allows the referee to decide whether he wants to use this). 3) a list of important characters, their descriptions and motivations and stats (assists the referee in using this). 4) any deckplans, layouts, etc needed to set and run the story (assists the referee in using this).
this gives the game referee what he needs, without him having to wade through the story itself.