When your PC falls into a conflict with another, especially a conflict that might last a while, consider defining for yourself the conditions under which your character will consider it mission accomplished and the conditions under which your character will consider it a lost cause.
I personally find that, if I don't do this, conflicts my character get into tend to become endless things that escalate and escalate and escalate. This can be fitting in a very select few of my character's conflicts but too many conflicts at this level can bog me down.
As an example, if a thief steals my poncho I might make the 'mission accomplished' condition getting a poncho back and a solid favor. If this happens, I move on. I might consider it a 'lost cause' once I've lost resources equal to about three times the poncho's value.
Of course, you'll still have to constantly gauge the status of things and readjust as you go. But I think that just by considering the bounds of the conflict you make it easier to find a suitable end to it, one that's in your favor or one that's not.