AbdulAlhazred
Legend
That IS PLOT! What do you think the players are going to do when they get to town? You're leading them around by the nose! "There's a little girl who's been kidnapped." maybe "there's a reward" and when you go check it out "the footprints lead to the barn" etc. etc. etc. How much more could it be plotted out? The GM knows exactly what the PCs are going to end up doing, to a T.A plot is this: The adventurers come to the town, they decide to investigate a missing child, they find the kidnapper, the kidnapper monologues and runs away. End of adventure.
What you should be preparing is the following: In this town, a girl has been kidnapped by (kidnapper name). (Notice here nothing requires action on the part of the PCs) The "three clue" process would be ensuring the PCs can work out who the kidnapper is and where the girl is being hidden by leaving at least 3 clues that will give you the answer.
None of that requires the DM to assume any action on the part of the PCs. The clues are clues to the setting, not to the plot.
This is profoundly different from non-trad play. But in total fairness, TA is not advising you to play a Narrativist/Story Now kind of game. He's very explicit, there are 'nodes', there are 'clues', and there are 'situations'. While I tentatively explored the possible correspondence between that and Fronts, my final conclusion is that TA's 'situations' are very tactical, like on the scale of a room, or a couple rooms. Fronts work on a higher level, and replace the 'nodes'. Clues, when they exist in a game like DW say, are an entirely different concept than TA's clues.
I think there might be some parallels in terms of what sort of problems are being addressed that came up a lot in older trad play. I think the solutions are different because TA is highly trad. I haven't really read thoroughly through Infinity RPG, but I'm betting it is very similar in many ways to something like Cypher System in its approach to parsing authority and responsibility at the table.