RE: Introduction to GM'ing 101: Utilize Players
I agree it is cooperative storytellling.
The way I approach the game is the current group of players are telling their story. I try to not tell their story.
I try to tell the story of the world I have created, and let the tell their story within it.
Example:
I have planned out a whole city adventure. Enough to cover about 8nweeks of sessions. The players see a cool boat in the harbor and decide to go sailing on the high seas.
In the past I would have cried “they ruined everything”
Now I let them go and file the city adventure away for later or maybe put a hook on their sea adventure to bring them back.
But if I am telling the story of a world and not the players I am prepared for this player activity.
Love your guided very helpful to newer players.
I do think one of the weaknesses of my approach is that it allows me to be lazy; I rarely have more than one or two sessions ahead planned, which means that some of the really big high-payoff things may have to wait.
I'm a big fan of always having important key characters, however, even when they're not in the scene, and I think that can help with keeping development of the campaign going forward.