It's not about whether the GM is telling a story. Thinking about it in terms of story control is fundamentally misunderstanding it. Let me provide a more extreme example to illustrate my point.
In a game I was playing recently (as GM) one of the PC's really wanted his lover to accept what he did, he was a hit man. So he talked to her and tried to get her to understand and agree with where he was coming from. As the GM I listened to what he said, thought about what he said (reincorporated it), thought about the current personality of the lover, then made a decision. No she didn't accept it, his words didn't reach her.
That's a massive decision that's reached through fiat and that's kind of the point. I had to think about the lover and the words said and make an artistic statement within those creative limitations.
The main difference between the above and more 'skilled' play is that the decision criteria for the participants will be a bit different.
Or if you want it framed in a radically different way. The problem with 2E play was never the amount of power the GM had, it was the decision criteria they were using.