Some of the FATE based systems might work, especially Strands of FATE. I may not be evolved enough to hand over too much narrative control to my players though.
I also recommend FATE. I'm running a game set in Tolkien's Second Age using, of all versions of FATE, the Spirit of the Century (30s pulp) rules with little to no modifications for a fantasy setting. It works great, and frankly, you don't really need to turn over that much control to the players if you don't trust them. It's easy to use FATE with pretty much any GMing style.
That's definitely a thing to consider. If you want to run your game, than giving away so much of your power is not the way to go. A Dungeon World session would suffer a lot under that assumption. DW is much more easy on what a certain player is allowed and required to say. (OTOH, DW is much more picky about the "when?". You don't get to say those things all the time nor are you required to do so.)The systems where I started getting nervous about handing over narrative control was Dungeon World. After some reflection, I discovered what I felt to be the difference between DW and Fate. DW allows consequence and cost free player control of the narrative, but Fate costs at least a little bit to gain control. It was way too easy to get goofy and silly in what was meant to be at least a semi serious DW game.