Whose line is it anyway?
Charmed: After the Prophecy moves through time in a linear fashion. This is why characters must move through individual threads and are only present in one location at a time. It also provides continuity as the Game Day Settings keep everything aligned as time moves forward.
Even though the action on the board is what drives time forward, the very nature of this mechanic can lead to a slower pace overall. To ease the transition between game days or even plots within a game day, the staff utilizes another mechanic in conjunction with the Game Day Settings - the time blip/jump.
The difference between the two is subtle, but important for understanding why one is being used over the other and how to react accordingly in-character.
Time Blips are minor transitional blips designed to either jumpstart a stalled scene or free up active characters from inactive ones. They are vague by design and aren't accompanied by any mentions of a specific time frame. The time blip will provide peripheral information while either removing inactive characters so that a scene can continue without them or ending the scene entirely and giving the active characters a new point to jump in at.
There is a specific type of time blip that is sometimes used as well, and that is the Fade to Black. This specific time blip is used to end a scene entirely due to the inactivity of all the playable characters involved. Because it's the end of a scene, there is no "new location" given in the summary.
Meanwhile, Time Jumps are major transitions of time and often mark the end of a game day. These posts are always accompanied by a change in the Game Day Settings and, if the move is major enough, provide additional information to the players that would affect their characters in the interim.