There seems to be two different thoughts here.
You seem to be saying that one-way storytelling (e.g. my wink/nod example of campfire stories) is not a good result, since it is not interactive. Your follow-up post to buzz about 'not knowing where the PCs might go' also implies that. I agree with you completely-- that sort of GM-driven game is not fun from my POV, since it really makes the players redundant.
But, you also seem to be saying that "rules frame the story" but imply that the story should overrule (heh) the rules when they get in the way. But, I would ask, what are the rules really getting in the way of achieving? If the GM has a predetermined outcome that he expects to see and bends or breaks the rules to ensure that outcome, that really bugs me, but I can understand it in the context of telling the GM's story (i.e. railroading). Since you acknowledge that the players have a part in dicatating events, then why not also let fate/chance (via dice rolls) dictate outcomes? If the GM does not know the predetermined outcomes since the players might go in unexpected directions, then would the game not be more interesting for everybody (including the GM) with the randomness of dice rolls added?
Put a different way: why avoid dice and rules in favor of "the story", if the story is not already written? And, if it is already written, then why play a role-playing game at all?