Interesting idea. It sounds like you do a lot of dynamic building based on player interest and feedback, which honestly, I hadn't even considered. I was thinking more of creating some major scaffolding first before even letting others know what the world was about. Which in hindsight, probably isn't a great idea since others may be totally uninterested and can't provide feedback.First phase is very broad strokes, view from 50K feet sort of thing. What I want is things made of plot hooks and awesome. I want players to hear about this without being overwhelmed, and be able to go "I want my character to be from there" or "I want to adventure there". Just enough of a framework for them to hang ideas on. Details are my enemy at this stage.
On the other hand, I would be afraid that the vision of the world/story may become a "design by committee". So I guess it's a little bit of a toss up: should I lean in more as an entertainer/director using the players' desires as a guide for building, or more as an architect only revealing the final product (not that those two are mutually exclusive or have zero overlap)?