Question: There's a certain kind of people who like to hoard whatever limited resources they get "just in case"; they usually end up never using them, always waiting for bigger emergency. On the other hand, there are game mechanics based on spending some limited resourse: like bennies in Savage Worlds, fortune points in Warhammer, etc. You're supposed to spend them liberally, getting some in-game benefits. 

The "hoarders" never spend these, robbing themselves of part of enjoyment. Simply explaining that "those point are meant to be spent" doesn't always work: players seem to understand that rationally, but some force of habit still prevents them from actually using their resources. I think this happens more often in videogames (I myself am guilty of hoarding all goodies till the end boss, and then never needing them), but I've seen this kind of behaviour in tabletop games too. 

Of course, some players do this because they just like hoarding, or because they like the additional challenge, but some do notice that they're "doing it wrong."

Is there maybe some sort of trick to encourage resource spending? 

**Clarification**
I'm mostly interested in "mechanical" resources like fate points and bennies. If you hoard something material, like potions, or money, at least you (probably) have more money as a result. When you hoard bennies, you essentially forfeit your chance to *do* something that matters. This is probably not what players want.

Answer: 
Since Fate points are mentioned, I'm going to mention the angle offered by the great [fate](/questions/tagged/fate "show questions tagged 'fate'") based game [diaspora](/questions/tagged/diaspora "show questions tagged 'diaspora'"). In Diaspora, players start every session with five Fate points. It does not matter if they ended the previous session with ten or zero, every new session resets the count. *Use it or lose it* is the key phrase here.

This pushes players to spend what they have. They won't be keeping it anyway.
**Give out bennies like candy.** No, really. As long as your PCs are comfortable with the "refresh rate" of their valuable resources, they stop being all that valuable.

Don't forget to award the antagonists with something also - more mooks, more bennies, whatever. Your players should not feel the game suddenly becoming easier, but the opposite (you're aiming for "Man, we're lucky we spent all those bennies, otherwise we'd be toast now!").

Once they grow out of hoarding, you can dial down a bit and reward only their best moments with ~~candy~~ bennies.