Cutscenes were already planned. I was aiming to keep them relatively short, but fairly common and if at all possible, player driven. Chapters too, being something I've always had in my projects.
What I meant with cutscenes is not an automated thing happening because of the story but rather after important things happened, summarise what happened during the (previous) chapter.
For instance, take my game.
I start with having a "dream" where you are in the Outerworld, talking to Asrii (mother of elements) and you have your basis tutorial on treasure-hunting, puzzle-solving, resting and battling. Then you wake up in your own bed. You get the chance to walk around your room but you need to go downstairs. Then you get the cutscene where you and dad go to get breakfast and something terrible happens, dad gets killed and then there is the burial. After this all happens, the screen fades out and you see text. About 15 lines of text to say what had happened that day (dreamt a dream, dad got killed), what you think of it (Why did I have the dream? Does it connect to reality somehow?) and what you should do next (Say goodbye and travel for revenge).
Then the player gets transferred to the living room and the screen fades back in, time to start playing...
Now what you can do is make such reading cutscenes to (again) give the player some rest.
The picture thing shouldn't be that hard if you have a screenshot from your very first position... You should be able to event that sort of thing!!