The Problem Corner #7
Problem #7 may be considered a practical example from over-the-board play. White has won the pawn race by one move; now, how to win the game? White to move and win.
White cannot allow the pawn to queen, nor can the White queen safely capture the pawn without the help of her king. So, the winning plan is to force the Black king to the square in front of the pawn and then move the White king closer.
1. Qf7+ Kg2 (1. ... Ke1? 2. Kc6 only helps White's goal) 2. Qe6 Kf2 3. Qf5+ Kg2 4. Qe4+ Kf2 5. Qf4+ Kg2 6. Qe3 Kf1 7. Qf3+! (diagram).
7. ... Ke1 (7. ... Kg1? 8. Qxe2) 8. Kc6. The king takes a small step forward. Now White must repeat the process. 8. ... Kd2 9. Qf2 Kd1 10. Qd4+ Kc2 11. Qe3 Kd1 12. Qd3+ Ke1 13. Kd5 (and again) 13. ... Kf2 14. Qd2 Kf1 15. Qf4+ Kg2 16. Qe3 Kf1 17. Qf3+ Ke1 (diagram).
18. Ke4 Kd2 19. Qd3+ Ke1 20. Kf3 Kf1 21. Qxe2+ Kg1 22. Qg2+ mate. A lengthy process, but one you must know to win these positions (especially in time trouble).
An alternate win in this line is (from the above diagram) 18. Kd4 Kd2 19. Qf2 Kd1 20. Kd3 e1=Q (20. ... e1=N+ only delays the inevitable) 21. Qc2+ mate.