Can it? That's really the pertinent question. Because some people seem to imply that it very much can't. This tangent was inspired by
@EzekielRaiden as GM telling the players what colour of clothes were customary in funerals in a certain country, and some posters taking exception to them doing that. (Or at least that is my recollection of the discussion.)
Dungeon World is a VERY specific game. In that specific game GMs have basically 3 avenues through which they can introduce fiction:
A) through a response to a player move that specifically asks for it (SL and DR primarily). In this case the topic of the fiction is specified by the player and the game puts hard constraints on what the outcome can be (on top of what is provided by the agenda/principles/techniques of play).
B) the GM can reveal things through moves which are essentially granted to them by the players either rolling poorly on their moves, or if they describe a move which opens them up to a GM response (which most moves will).
C) Via their authority to frame scenes, the GM might establish certain facts. I'd note that most scene establishment also falls under the rubrik of 'making a move' anyway, but here we're talking about things like 'color' or exactly to where a situation evolves before the players are next faced with a chance to make moves.
ALL of the above are HIGHLY constrained by the principles and agenda of DW. Seriously, these are very strict and substantive constraints. The things the GM does are:
1) Describe the situation - this means always describing the immediate situation of the PCs.
2) Follow the Rules - you have to do things the way the book says, or else you're not really playing DW.
3) Make Moves - everything the GM does is a move!
4) Exploit your Prep - this doesn't mean prep is canon, it means you have something in your back pocket, and you should use it effectively!
Those are the things the GM DOES in the game, then we ask WHY?
1) Portray a fantastic world - this is a point of the game, to make up a fantastical world, this is a fundamental premise of DW. Every move needs to support this.
2) Fill the character's lives with adventure - The PCs are not average joe, they are adventurers, and stuff happens to them. Every move needs to support this.
3) Play to find out what happens - The game proceeds naturally and isn't 'controlled' by the GM! He's learning what the story is just like the others. A move will define part of the story, but the moves CANNOT be so engineered as to force things only in a certain direction! There are no preferred outcomes.
Finally there is the HOW? which is techniques/principles: (I won't list all of them, you can look it up)
The principles lay out how to make the game work, and they are BINDING on the GM. They include things like "Make a move which follows", meaning the move MUST take what the players have done in the current situation (or in the past, etc.) and build upon that. You CANNOT bring in a move out of left field that doesn't honor the direction the narrative has been going in (but other principles DO let you introduce twists and turns).
"Be a fan of the characters" means your job as GM is GIVE THEM A STAGE. You are not there to stomp down on them. The sort of logic I see in many D&D games of "well, I have to crush that dream, after all, who gets to be king? It would be a giveaway to let a PC do that!" is ANATHEMA to DW. The PCs don't have to ACCOMPLISH every single thing they set out to, that would be boring and would violate "play to find out what happens" but they absolutely have a right to the chance, fairly presented, to become big damn heroes, or whatever the players want them to become. They may fail, their flaws may bring them down, etc. but the GM will always have compassion for them and care for them.
"Ask questions, use the answers" is not an option, it isn't a piece of advice, its a REQUIREMENT OF THE GAME. When a scene is framed, the GM then asks "What do you do now?" When a question arises about the world, the GM asks the players what their characters know about it. You ARE allows to prep, obviously, and "Think offscreen too" is another principle that can come into play here (IE you have considered the consequences of something, and you produce some backstory based on that when you get to make a move).
The other principles are important too, but mostly more stylistic in nature, except "Think Dangerous". The GM IS NOT ALLOWED to just frame scene after scene of middling hazards or ordinary situations. DW is a dangerous world, the PCs WILL BE in danger scene after scene. Any respite is simply a catching of the breath before the next danger, etc.
So, as you can see, when the GM does stuff in DW, they are highly constrained, it has to honor the existing story, has to respect the characters, put them in danger, be fantastical in nature, and exploit the GM's prep to the greatest reasonable extent, and the players have to be asked for their input. More specifics build on that, like scene 0, and the front generation process. Now you can see why
@EzekielRaiden has a game that might be a bit of an oddball, like it pushes the envisaged mechanisms of play and maybe doesn't focus much on some of these items, like "Think Dangerous" in as immediate a way as the game's designers may have imagined, and there may be questions about "Make a move that follows" or "Be a fan of the characters" in some sense too. I'm not really being critical of that game, but it sounds like it shades in the direction of more classical D&D games in terms of pacing and such.