At any time, feel free to ask the GM for a compromise. This is called a devil's bargain.

Before a roll you think you might fail

The GM can just give you an additional d6, or two, or even outright remove a consequence or just have you succeed without rolling. It's probably going to be a moderate cost at that point, maybe a single stress.

After a failed roll

The GM can still help. It's probably going to cost you a bit more, especially since it's likely you're doing this because you were full of Stress that you were not able to Push Yourself. Might be some sort of Harm.

At any time, really

It doesn't really need to be help. Do you feel a scene is a bit boring, that honestly you're just doing the scene pro forma to get to a later scene, and you're obviously going to succeed? Ask if you can just skip forward.

This is a TV show, remember. We don't need the boring details. You just did the thing, offscreen. We saw you show up to get the password and start conning the guy, and then we see you later, with the password, we can do the math.

The word 'bargain' is important

An important rule of bargaining is 'Do not bargain against yourself'.

That means you shouldn't always offer to pay immediately, not to start with. Maybe the GM finds the scene boring too, or they also think the narrative would work better if you didn't trip the alarm just yet and are sitting there wishing you hadn't rolled that. So sometime it's best to start your offer with nothing, especially if you haven't rolled yet. If the GM wants you to pay, they will counteroffer.

However, GMs sometimes do just sometimes seize on something a player says because it seems like a good idea, which means that offering them a payment you at the start will avoid a payment you might not want.

Here's a general list of things that you might be asked to pay: Stress, Harm, Clock Ticks, lost reputation, some sort of narrative setback, etc

Sometimes the GM will be able to work the costs into the narrative. Sometimes they won't, and what happens that basically luck worked out good for you in one place and consequently bad for you in another place.

While the GM can have you pay things that effect the team as a whole, like ticking a clock forward or blowing the team's cover, they can't add Stress or Harm to another player as part of a Devil's Bargain without the other player's consent.