I'm currently working on my PhD dissertation about genres and got to thinking about the differences between story games and trad RPGs. Most similar threads deal with changing the rules, but I believe that many of the same patterns can be achieved through advice.
Let's look at one element: who creates the mission. Trad games give that job to the GM, but story games give it to the players.
This change is already happening in The Masquerade (live-action Vampire or World of Darkness). Bigger games of The Masquerade focus on politics. If you want to explore the vampires' social ranking system this type of play is required, but it's unsupported by everything else, including the advice sections.
1. What sort of advice sections would you write to support this type of play?
2. Could you scale it back to tabletop play and what sorts of changes would be required?
3. Are there certain games for which this is easier? ..more difficult?