The game design - the list of GM principles, the list of GM moves, the list and the details of player-side moves - will take care of that.
The game shouldn't be the one telling a story, and if it must, theres better ways to do it than the convoluted means these games take. (See: visual novels)
What a game should do is systemically support storytelling by providing the emergence of narrative details that follow logically from the agency of all players. Forcing drama on 90% of results doesn't qualify on its own, and that can only be masked if its positioned well and has at least some means of generating a better ratio (as in Ironsworn).
But even then.
Another big problem with these games is that there is, factually, a wrong way to play them, which is not really the best way to design games that are still functionally sandboxy.
If you roll the dice too much in these games, the issues I highlight only get worse and worse, and thus far not a single game in this family has ever designed that problem away, and they should, as that'll increase their appeal and stop so many people from bouncing off them like frogs.