Clint_L
Legend
My best advice is: be open to being wrong. If the players make good faith choices that your prep didn’t account for, or dice rolls really go sideways, then you just gotta be open to it.The same things that @Darth Solo noticed, I noticed too.
You tell your GM to start with an idea of the final scene, and then work backwards to a plot hook. Frankly I don't know how to reconcile that with the bit about "not writing in stone", as it looks pretty stone-like to me.
Now as you say this is a fairly traditional approach to RPGing, and a lot of published modules exemplify it. I would suggest giving your prospective GM advice on how to actually do it. For instance, if players ignore the hook, or misinterpret what it is inviting them to do, what is the GM expected to do? Or if the players look like they are going to sidestep or avoid or simply miss the envisaged final scene, what is the GM expected to do?
Rather than leaving the answers to those questions as an exercise for the GM to work out, I would spell them out. If you're anxious about spelling them out because they look like instructions on how to "railroad" the players, that might suggest some revision of the other stuff is i order; but if you're genuinely happy with the other stuff then I would spell out those answers.
My other advice would be: don’t get into arguments during the game. Make a ruling, if there are objections hear them out and be ready to admit you were wrong, but then make a decision and move on. You can always revisit later, perhaps in private.