I know what Ashura is referring to here, and IMHO he's right. Just as Blue is correct in pointing out that for a "no GM" thread it takes mature minded players who wish to get into their roles and play off each other, instead of trying to hijack a story their own way. It takes exposure and practice.
What Ashura is proposing is that several veteran players here along with a couple very promising newer players who seem to be working towards this, gather to play one of my Guided stories. Ash knows my style, we've done many together, and some like my "twisty" plot points.
However, my style is NOT strict story, and in that I agree with ChowGuy. If the central story is too restricted, especially to either a GM or single player, then the players become actors mouthing lines, and a strong character will often find themselves being wrenched out of character in an attempt to protect the rigid story, often becoming nothing more than a shadow player. It is also much easier to have such a strict story hijacked, as the slightest deviation by a player in world view can suddenly shatter continuity.
My own preference is to create a solid framework, with several plot points and twists that may or may not be brought into play depending on the flow of the story. Basic history, general geography, governments, races and social attitudes are set into place, thus providing the framework. A suggested goal is set, and players come up with characters that would both fit within this world framework, and have motive and reason to attempt the goal. From that point on, the story is interactive, with each player being responsible for their own role, playing their own character, responding to and interacting with others as well as providing further spark for other players to react to. Relationships are formed, growth is achieved both as a player and in character, and the story flows with a life of it's own. The GM is there as a Guide, to drop in plot points or reject them depending on the direction the story is taking at the time. Plot points or monsters are used to introduce new elements, surprises, or to provide a focus when the story looks to be losing cohesiveness. Other than that, the story becomes as much the player's world as the GM's. This is my style, it isn't for everybody, but it is what I was hoping to go towards in Fury. It is also very much like how CLUAH began. It wasn't the lack of strict story, IMHO which affected CLUAH, it was rather the lack of framework and RL demands contributing to lack of guidance which prompted several players to try to make that framework and guidance to their own world view - unfortunately they couldn't agree and the story was hijacked as we say. Like I have stated many times, I do not do hack and slash. Running from one battle to another in a quest for glory and treasure without either time or room to develop the deeper characters has no appeal to some players. It gets boring and wooden eventually. I just happen to be one who thinks there could be so much more. Just my own opinion here.