Why do you want that? A cut scene has 1 animation per skeleton. You play them all starting at the same time. That is your cut scene. Very simple! In the editor, all active animations for multiple skeletons play together, so you see exactly how the cut scene will play at runtime.
Playing multiple animations to build a cut scene is possible, but makes it more complex. You would need a good reason to do that.
Spine doesn't have a "mixer" where you set up playback of multiple animations at different times. You would need to write code to play the animations, or make a tool to do so, eg similar to the Skeleton Viewer. But again if your goal is just to make a cut scene, you don't need any of that. Keep it simple, 1 animation per skeleton.
Your cut scene could have multiple "takes" where you play animations, then play other animations, possibly using different skeletons, to provide a view from a different perspective or a different scene. This is basically playing multiple cut scenes in a row (still 1 per skeleton, still all starting at the same time for each cut scene).